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Other Projects => Other Games => Play With Your Buddies => Topic started by: MCreeper on July 14, 2019, 07:44:19 am

Title: X-piratez succession game
Post by: MCreeper on July 14, 2019, 07:44:19 am
Starting story, diligently censored.
Spoiler (click to show/hide)

So, "inspired" (i didn't actually read it, maybe there is nothing inspiring in it after all  :P )by this thing (https://openxcom.org/forum/index.php/topic,7187.msg113774.html#msg113774), we are making X-piratez (https://openxcom.org/forum/index.php/topic,3626.0.html) succession game. If someone doesn't know, X-piratez is a mod for OpenXcom, which is mod\modern system compatibility patch for ye olde UFO: Enemy unknown. It's totally amazing, so if you like UFO, are not put off by boobs (and disappropiately hideous actual soldiers in game) galore, constantly trying to find useful and usable stuff among mountains of pointless trash-weaponry and obscenely long time needed to finish single playtrough, try it.

Installation:
1. Download the mod from the main thread.
2. Download vanilla game.
3. Put vanilla game files in UFO folder in mod folder, so it will be like "Dioxine_XPiratez\UFO\GAME_1 or whatever"

Rules:
Difficulty - ironman, because saveloading in succession games is stupid. Either 3 or 4. 3 was Enough for me when i played first, but i'm not that great at it and my playstile would make munchkins cringe, so maybe 4 would be just fine for them. Then again, ironman.
Turn is either 2 in-game month or up to 1 real time week long (can be changed as needed). Rest is standart for succession games, "dwarfings" included.
No screens of naked boobs. And naked arses too (that are not part of in-battle units  :P). Because The Rules. No one can defy The Rules.
Deciding on important choices (Males Y\N, Codex color, Torturing Dr x Y\N) - up to debate for now.
No selling menacing hull\small drill, they are damn important. But i'm pretty sure everyone knows that already.

Turnlist:
MCreeper 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7996481#msg7996481) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7996509#msg7996509) SAVE (http://www.mediafire.com/file/62rfcj4jif4786c/succession_game.sav/file)
Iduno 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7996675#msg7996675) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7997055#msg7997055) We already lost. (http://dffd.bay12games.com/file.php?id=14458)
Rolan7 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7997581#msg7997581) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7997685#msg7997685) But we still kick arse (http://dffd.bay12games.com/file.php?id=14460)
Robsoie 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7997792#msg7997792) SAVE (http://dffd.bay12games.com/file.php?id=14461)
Rince Wind 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998201#msg7998201) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998634#msg7998634) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998640#msg7998640) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998643#msg7998643) 5 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998651#msg7998651) 6 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998666#msg7998666) 7 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998865#msg7998865) 8 (http://www.bay12forums.com/smf/index.php?topic=174268.msg7998880#msg7998880) SAVE (http://dffd.bay12games.com/file.php?id=14467)
MCreeper Fucking (https://imgur.com/a/j0GRQtw) disaster (http://www.mediafire.com/file/l2qwm6mty09dmhm/succession_game.rar/file)
Iduno 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8001812#msg8001812) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8002297#msg8002297) SAVE (http://dffd.bay12games.com/file.php?id=14481)
Rolan 7 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8002719#msg8002719) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8002806#msg8002806) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8002885#msg8002885) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8002976#msg8002976) SAVE (http://dffd.bay12games.com/file.php?id=14483)
EuchreJack 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8005417#msg8005417) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8006775#msg8006775) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8008238#msg8008238) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8008263#msg8008263) 5 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8008317#msg8008317) 6 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8009620#msg8009620) SAVE (http://dffd.bay12games.com/file.php?id=14508)
Robsoie 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8009787#msg8009787) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8009931#msg8009931) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8010296#msg8010296) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8010462#msg8010462) SAVE (http://dffd.bay12games.com/file.php?id=14511)
Rincewind 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8013115#msg8013115) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8013157#msg8013157) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8014540#msg8014540) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8014559#msg8014559) 5 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8014577#msg8014577) SAVE (http://dffd.bay12games.com/file.php?id=14516)
Iduno 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8015636#msg8015636) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8016069#msg8016069) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8016553#msg8016553) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8016772#msg8016772) 5 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8017224#msg8017224) SAVE (http://dffd.bay12games.com/download.php?id=14521&f=succession+game.rar)
Rolan7 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8018171#msg8018171) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8018668#msg8018668) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8018817#msg8018817) SAVE (http://dffd.bay12games.com/file.php?id=14525)
Robsoie 1 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8021341#msg8021341) 2 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8021780#msg8021780) 3 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8022358#msg8022358) 4 (http://www.bay12forums.com/smf/index.php?topic=174268.msg8022876#msg8022876) SAVE (http://dffd.bay12games.com/file.php?id=14531)
Title: Re: X-piratez succession game
Post by: Robsoie on July 14, 2019, 08:22:17 am
Researches : should we get a common plan on what to research, or should we have the player deciding on his turn for himself, even if his own goal may not go along the previous player one (though without being allowed to disable the previous player still ongoing brainer assignement) ?
I would prefer no common plan to add some chaotic fun.
Title: Re: X-piratez succession game
Post by: MCreeper on July 14, 2019, 08:32:36 am
Researches : should we get a common plan on what to research, or should we have the player deciding on his turn for himself, even if his own goal may not go along the previous player one (though without being allowed to disable the previous player still ongoing brainer assignement) ?
I would prefer no common plan to add some chaotic fun.
Looks mostly fine, although maybe "no changing previous assignments" need obvious rule patch of not purposefully and malaciously spreading not quite numerous brainers over hugest projects available just at the end of the turn? I honestly don't remember research times and if this would be an issue.

Ah, yes, forgot most important thing - what will be starting base's location and name? Although first probably doesn't matter unless we place it in desert\jungle\antarctica. Temperature effects are murder at the beginning.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 14, 2019, 08:45:54 am
Europe/North Africa allows the Airbus to get to most places apart from Australia/New Zealand and the tip of South America.
So I propose an island in the mediterranean or some place in Black March. Both also cover mostly land, which is better than a hideout in the carribean.

Name: Armoks Rock
Title: Re: X-piratez succession game
Post by: Robsoie on July 14, 2019, 10:55:48 am
Usually my first base is set either somewhere in between Turkey and Israel or on the upper part of China (in Piratez names that's between Theban Hive/Romanica or  Central Provinces ) so i can cover a lot of land at the start in case ships are landing.

But anywhere is good to me, as it's about having fun, not necessarly making the most optimal choice, as wherever we decide there will be lot of lands we will not see for a while.
Title: Re: X-piratez succession game
Post by: Iduno on July 14, 2019, 12:11:04 pm
I'm new enough that I'd prefer to play on one of the easier difficulties. Especially with the extra difficulty of having whatever the last person left instead of [preferred set-up]. If we do ironman, definitely on the low end.

I'm in, and my votes are

1) Women are superior
2) Grey (green isn't bad either, but I like the grey ships)
3) Prank

Also, I'd suggest naming the bases after famous women pirates (https://en.wikipedia.org/wiki/Women_in_piracy). Possibly from an ethnicity appropriate (or as geographically close as possible) for the base location? Queeen Teuta base means we're mostly flying over land, which is where they are more likely to land. Ching Shih base should work as well.

Oh, are we doing a custom base start from the options menu? A layer of living quarters and storage (nothing else except the airlock, and no living quarters elsewhere) below the hangar helps with defense. Mess, medical, and similar places gals might be below that, labs and radar on the bottom. Trying Arnathor's base setup (layer of living quarters and storage on both sides of the hangar) ends up with way too many living quarters.

Any guesses how close we are to a new release? It looks like they usually show up this time of the month.

Oh, and put what you were more-or-less trying to do in your captain's log so we don't end up 99% of the way to a dozen different major technologies without getting them. Or we have all of the parts to make a better medical facility, but not the cash yet, and it never gets built.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 14, 2019, 02:36:00 pm
Only the easiest and the hardest difficulties change the attributes of the enemies. The others only change the amount, and while the battles are easier with fewer enemies that also means less loot and fewer prisoners. So my vote is 2nd or 3rd difficulty (where 1st is the hardest).


Votes:
1:Women are superior, because while I'd use the male touch for a new game myself, for a playthrough like this, on ironman, I think we shouldn't make this more difficult.
2: Green or Gold (haven't really played either)
3: Never got to do anything with her yet, that path wasn't there when last I got so far and in my current game I made little progress for a long time.

I am against a custom base start, making everything perfect is boring. If someone want he can always burn money to move buildings.
A new release shouldn't be a problem, I have been playing my current game for about a year, always upgrading to the latest version. And Dioxine doesn't really seem to have a schedule.


One thing I would propose is to aggressivly purchase brainers until we are at capacity. Because one day there will be factions knocking at our doors regularly, and if we haven't teched up by then it will be very hard.
Title: Re: X-piratez succession game
Post by: E. Albright on July 14, 2019, 03:54:28 pm
Only the easiest and the hardest difficulties change the attributes of the enemies. The others only change the amount, and while the battles are easier with fewer enemies that also means less loot and fewer prisoners.

Significantly more enemies will up the odds of a catastrophic failure from an early base raid or the first appearance of a higher tier of enemy. So there is that. People will need to be more ready to turn tail if needed (though obviously that doesn't apply to assaults). Which they should be anyway since this is X-Piratez, but still.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 14, 2019, 06:36:36 pm
Woot, this'll be fun!
1: Male Touch (Looks like we're going women which is fine too)
2: Green, the ships are relatively straightforward and high capacity
3: Dunno, haven't caught her yet
Title: Re: X-piratez succession game
Post by: MCreeper on July 15, 2019, 04:49:06 am
Third difficulty, illiryan Queen Teutam unmodified base, and women it is. Update probably incoming.
Title: Re: X-piratez succession game
Post by: MCreeper on July 15, 2019, 03:41:00 pm
Turn is technically done, but us usual i played ahead instead of writing everything up immediately, so now i must write up stuff of all two months by ton of pictures i made. I thik you can sort stuff by creation time...
Title: Re: X-piratez succession game
Post by: MCreeper on July 16, 2019, 09:19:01 am
First month update there.

There is our base.
Spoiler (click to show/hide)
This is our base.
Spoiler (click to show/hide)
And this is our transport that can’t shoot anything.
Spoiler (click to show/hide)
With 6 relatively non-hideous gals inside.
Spoiler (click to show/hide)

Starting research. Picked "inspect machinery", so we can start producing hellerium faster.
Spoiler (click to show/hide)
And this is first enemy. Academy nurses, they all are. After some skulking in the dark after her, i ordered Coconut to attack her with pipe.
Spoiler (click to show/hide)
Turns out, pipe deals lethal damage. Whoops.
Some time after.
Spoiler (click to show/hide)
Mission results:
Spoiler (click to show/hide)

Research completed.
Spoiler (click to show/hide)
Nurse interrogated.
Spoiler (click to show/hide)

Castaway gal in a brothel mission. I have taken parrot, because one gal was wounded somewhere on previous mission.
Spoiler (click to show/hide)
Some shooting and minibombing (new addition, i think?) later, pistolhoe showed up and shot me for half hp. When everyone get out to kill her, suddenly 4 more people showed up and started shooting at them! They hit no one. And were killed a bit later.

Spoiler (click to show/hide)
Researching nurse unlocked researching of "Who is who?"
Spoiler (click to show/hide)
Hoe.
Spoiler (click to show/hide)
Researched peasant recruiting and recruited four immediately.
Spoiler (click to show/hide)
Fugitive search orders\dr x.
Spoiler (click to show/hide)
Then there were temple raid mission, where some guy spawned three tiles away from drop-in. I grabbed him and flied away. And then there were completely ordinary ambulance ambush.
Spoiler (click to show/hide)
More research.
Spoiler (click to show/hide)
Deciding not to bog everything down by delaying research of main techs as i usually do, i got around to importaant stuff.
Spoiler (click to show/hide)
Castaway recruited, soon to die grizzly death.
Spoiler (click to show/hide)
Montly report and "Our culture" researched to finish the month. I also researched farming at some point, so i sold some stuff and built a farm at this point.
Spoiler (click to show/hide)

Each time this shit happens, i tell myself to never do it again. It never works.
Title: Re: X-piratez succession game
Post by: MCreeper on July 16, 2019, 10:43:28 am
And second one. Humanist mutant pogrom to start the month. The worst part about those guys is that they show up on mutant pogroms until about researching plasma guns production with little (i think. Although i vaguely remember captains having plasma MP's  :P) upgrades. And it's not like you can entirely ignore mutant porgoms either.
Spoiler (click to show/hide)
Castaway in jungles.
Spoiler (click to show/hide)
So there were weird 100 speed UFO. It landed and i went to check it out. And it were goddamn disaster.
Spoiler (click to show/hide)
Ah yes, at some point i bought some billhooks, along with bows and other random stuff i don't remember, as looks likeone of the best melee weapons available. Were they always size 1x3? I thought they were 1x2.

Cunning researched. For some reason i thought it leads to poison arrows. *facepalm*
Spoiler (click to show/hide)
Shambler hunting with god knows where from blunderbuss and humanist rifle.
Spoiler (click to show/hide)
Actually researched survival, made some barbarian armor.
Spoiler (click to show/hide)
Recruited two castaways. (images from a bit later)
Spoiler (click to show/hide)
Stranded govt agents mission.
Spoiler (click to show/hide)
Research, research.
Spoiler (click to show/hide)
Monthly report and current crew situation. I sold some stuff and bought three brainers, with 200k$ left. You can probably built one more farm. Pistols summary is getting researched, available research list is 3.5 pages long. Skimming trough it, i noticed that mess hall research is available. Likely topmost priority.  :P
Spoiler (click to show/hide)


SAVE (http://www.mediafire.com/file/62rfcj4jif4786c/succession_game.sav/file). Enjoy doing stuff with 2 healthy gals.  :P Also, i selfishly request giving "me" bow when possible, because there is some fun "throwing" stuff along the line, but i missed out on all of it on my playtrough.
Title: Re: X-piratez succession game
Post by: Robsoie on July 16, 2019, 11:38:28 am
I guess we should aim for having sickbay as soon as possible to shorten the healing time to avoid dangerous lack of healthy staff situations.
sickbay research seems to require

[Spring Cleaning (from Weirdness+Inspect Machinery), Medical Supplies (from captured people) , Survival, Sectoweed (from captured people), Crack (from captured people) ] -> [Medecine] -> [Sickbay]

Title: Re: X-piratez succession game
Post by: MCreeper on July 16, 2019, 01:13:13 pm
Or recruitment, but this will cost some money.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 16, 2019, 02:04:51 pm
Heh, I'm playing a little on my own to get accompanied with J15 and earlygame, and I've found that peasants cost the same as dogs  :o
... And I'm not sure which is the most useful (they're both exceptionally useful, but peasants obviously have much more potential.  Particularly with voodoo, though I've never really tried that).

Sickbay is definitely a priority, but even that Mess Hall will help a lot if we get it!  And as a bonus, gambling!

I'm a little surprised you took on the pogrom, since avoiding them doesn't give (much) score hit until the Alliance if formalized.  It's technically worse to show up and retreat.  But screw score, it's always good to resist the Humanists!  Particularly dragging a couple home :D
(their vehicles scare me tho)
Title: Re: X-piratez succession game
Post by: E. Albright on July 16, 2019, 03:51:49 pm
I'm also an advocate of ignoring pogroms until you join the Alliance. I've had plenty of unpleasant ones early that I'd've been better off not doing.

Also: I'm disappointed that MCreeper was not dwarfed as Emm Creeper.
Title: Re: X-piratez succession game
Post by: Iduno on July 16, 2019, 06:45:33 pm
We all share leadership duties here, and I am now acting captain aboard this leaking tub. I was also told immediately that we're invading a temple soon. I took a look around, and our finances were in much worse shape than expected, but I was able to hire another (one. ONE) brainer as we only had 3. I realized research is the only way we can use all of this tech we have laying around, and prioritized that.

We sold off the security corridor in the middle of the base (where it is no longer secure), anything that fired flintlock balls, junk weapons that can't get us hostages, and all of the grog we've been manufacturing. I also put in a standing order to always sell the grog. We ordered a pile more bandages, and a double scotch neat, as is befitting my position. I also loaded up the ship with a pile of heavy garbage we had laying around so our few functional gals and peasants can get some exercise, as well as our self-charging lasers and baseball bats. We'll get this heap ship-shape soon. Finally, I laid a course for the nearby temple I was told about.

A peasant knocked out the priest who came to see what was going on (and wounded Salty Minna), ran after a b-boy, and absorbed 2 reaction fire. The b-boy also absorbed one, so we're calling that a win. Salty Minna took down the sharp guy and altar boy responsible, and Water Tarantula continued her healing ways with the peasant.

Spoiler (click to show/hide)

Our other 3 peasants stormed in the back way, cracking an altar boy's skull and firing lasers at a neophyte uselessly. The neophyte was carrying a molotov, driving the peasant berserk, and taking 2 laser shots as payment. A second rear-end peasant slightly stunned an altar boy with a bat, then whiffed twice. The third peasant helpfully cauterized the wound with a laser, leaving him bleeding on the ground. Around front, we captured a neophyte and lady in a maid costume, as well as severely injuring an altar boy with a pistol.

Firey peasant got a second molotov, then was beat unconscious by an altar boy. The wounded peasant from the front got taken out by the wounded altar boy, who ate a reaction shot before being beaten with a bat. Too bad he didn't live; he's strong enough to have made a good slave. The remaining 4 of us took up defensive positions at the front and rear of the church proper. We only took one reaction shot between the savvy girl and the neophyte who both showed up, but heard several more church-goers in the below-decks. We took down a few more the next turn.

Spoiler (click to show/hide)

We eventually found one sharp guy hiding in a small stone temple nearby. We didn't get any pictures, but we did bring him back to base.

Spoiler (click to show/hide)

Overall, we lost 2 peasants, and made enough money after selling hostages (2 Ballers, 3 Altar Boys, and 4 Neophytes) to afford another brainer and 4 more peasants. Good thing, too. 10 days before anyone is out of sick bay, and we have a Ratmen Village to raid. Actually, never mind. One peasant lost though the front windshield while we waited out the ratmen's reactions, and 2 more died as soon as they opened the doors. We took 2 of them down, and got mild stat gains on the peasants, then fled.

We've got downtime, and now 7 brainers. Researching a b-boy and a drifter (we finally got enough brainers to start our research program) got us information about flintlock gasballs, and a wasp aircar. A savvy girl reminded us to left, right, and middle-click things, a sharp guy told us about shadowmasters, a tough guy told us about prepper boxes, a church priest told us about old earth books, and a gun almanac told us about light cannons. We rounded out the week with Weirdness, Violence, and a Mess Hall. All of that interrogation aught to put the fear of us in our enemies, and help blackmail...protect the governments. (also, hopefully get rid of the negative score for taking civilian hostages)

MCreeper, Salty Minna, and our 3 unwounded peasants set off for Death (hopefully going to them) and Taxes (hopefully coming to us). MCreeper wanted a bow, but got a whip. First round is spent in the ship (safely, this time), listening to the noises of people getting shanked. Maybe if we hurried, we could have "rescued" some of them. The gals too out a poorly-armed ruffian with reaction fire, and the 3 peasants slowly beat a highwayman unconscious. We took one hostage, 4 corpses, and saved 5 civilians who totally weren't responsible for 80% of the defense. We got some trash, and a black cat.

Coming back, a hoe told us about a bag of cash, then we started learning about What Do and Spring Cleaning so we can research medicine and Personal Labs. Also, Bounty Hunting because it's Bounty Hunting. Selling a pile of our loot (kept a stash of moonshine and anything with dependencies), including a chateau de la morte from the church got us close to hiring another brainer. Halfway through the month, so we'll hold off on hiring one for now. We will, however, contact the builder's guild so we can expand our barracks, and merchants so we're not using "whatever gun still has ammunition."

Images incoming, once I find a place to upload them, and grab supper. Would have had more images, but OpenXcom doesn't like to allow screenshots when you're full screen.

That's half a month, and maybe too many words (mostly from the first battle). Also, too few screenshots, but I'm trying to figure that out. We've got another temple raid, and a "Truth is Out There" - prepper camp (New in this version). Suggestions on those? We're back to 2 gals and 4 peasants for our dying fighting force. Not enough to take on a ratmen village, but enough to...uh...

We need a dojo, but it's so far away. Or at least rare earth elements (the one that's not easy to find), mutant meat, and soylent so we can recruit castaways.
Title: Re: X-piratez succession game
Post by: E. Albright on July 16, 2019, 06:59:37 pm
You could probably fight a temple raid to completion - that's one of the missions I take on pretty early. If you go at night, the smooth bastards can't see you coming - and if you sneak in the back door they usually can't anyway.

Are preppers new in J15, or have I just never seen them? I know the RNG kept me away from a bunch of fairly-common early things on my first two or three (failed, partial) playthroughs.
Title: Re: X-piratez succession game
Post by: MCreeper on July 17, 2019, 04:36:42 am
And i have thought that 6 brainers were more than enough, only for next player to throw away last money on the seventh.  :P
Also images are too small for some reason.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 17, 2019, 05:02:00 am
OpenXcom has an inbuilt screenshot function. Just press F12 and look in the piratez mod folder.
Title: Re: X-piratez succession game
Post by: Iduno on July 17, 2019, 12:36:35 pm
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.  :P
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.

Spoiler (click to show/hide)

Maybe sooner than expected.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.

Spoiler (click to show/hide)

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.
Title: Re: X-piratez succession game
Post by: Iduno on July 17, 2019, 07:19:49 pm
Things happened. Here is the first half of the month. Thank you again Rince Wind for telling me how to take screenshots easily.

We don't have the money for half of what we need, but until we have enough gals to trade them out (or even fill a vehicle), we'll use the mess hall to rest more efficiently.

Research!
Spoiler (click to show/hide)

We were offered the opportunity to round up a ratmen village, but that's beyond us right now. An aircar race as well, which we can't possibly make in time. Now breaking a farmhouse, that we can theoretically do.

Spoiler (click to show/hide)

We found it, even though it's not that close to our ship. We also don't have explosives anymore (but we're reasearching so we can make more), but we have some weapons that even the peasants can try to use to damage the building. The farmer's warning shot helped as well.

Spoiler (click to show/hide)

And it was worth it

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A mission to save another captured uber? Always, even if we can't recruit her.

Not a bad first half turn (after the one spent in the ship to avoid reaction shots).

Spoiler (click to show/hide)

Breaching the brothel, and this guy is here to greet us.

Spoiler (click to show/hide)

Two peasants went around the front way when we noticed everyone with guns came out the back. They did okay.

Spoiler (click to show/hide)

It took too long, but we eventually found the last one.

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She proceeded to shoot a panicking gal (wearing the Savage outfit, so we knew she had bad bravery), and another hoe. Another gal got there in time to prevent it from getting too bad, but there wasn't much space.

Pretty okay, considering we came here to rescue someone, not impress the governments.

Spoiler (click to show/hide)

Although the injuries leave us a bit shorthanded. We'll need to rest for a while before we do anything.

Spoiler (click to show/hide)

A neophyte taught us about the church's Influence missions, which make us look bad. Nothing we can do about them now anyway. A drifter taught us about monster eyes, which is something we needed to learn about? Do they also have feet now? A tough guy taught us about the country Red Revolution.

I don't know what's going on here, but we're not following.

Spoiler (click to show/hide)

Okay, we could just rest until we have anyone who can do anything, or the academy can come wipe us out. You know, whichever.

Spoiler (click to show/hide)

That picture turned out better than it looks. A peasant was also able to join in. The gal got the academy shotgunner to kill another nurse, and we only lost one peasant KO'ing the other 2. The lone peasant and gal who defended both hangars because of our base layout and massive injured list (70% health or better to defend) did not do so well.

Spoiler (click to show/hide)

That base defense was a bloodbath. We had almost nobody to defend, and by the time they got there, it was mostly over. Most of our peasants died, as well as MCreeper. Our other 2 gals are badly wounded.

A highwayman taught us about sniper rifles, and a humanist soldier asked for an Atom Beer.

Most of our money is now (and so far, now that I think about it - the memorial wall shows 12 dead) going towards replacement peasants. A gun almanac taught us about grenade launchers, and we researched recruitment so we have literally anyone left who isn't injured or dead.

We completed our first cave hunt. Sadly, our runts only brought back mutant meat. We still don't have any rare earth elements, and I'm sorely tempted to just ransom our two castaway girls.

We finished researching peasant militia, hoping to find a way to stop the bleeding (literal and financial). Then we agreed to try to help the Lok'Narrs.

Honorary Gal Clarice Sniped a ninja carrying a firey sniper rifle, while injured. No kill, but the ninja bled, and missed her shot. She spent the next several round chasing the sniper around to prevent her getting off any accurate shots, until a lucky reaction shot got her in the chest. Luckily, our other peasant was close by for medical, and Tortugan Dove hit the ninja with a bat. I should have gotten some pictures. 6 of us and some Lok'Naar militia vs 5 ninjas.

One last ninja, and she's got a boarding gun. Tortugan Dove wasn't able to deflect the shots, and was killed. Then Honorary Gal Clarisse was punched to death while walking back to the safety of the ship by a ninja who was knocked out earlier. Our last peasant didn't fare any better than Dove. Total Party Wipe. Total of 5 gals and 17 peasants dead now. I think dogs are better than peasants, considering how few TU (and everything else) peasants get. Even though dogs can't KO anyone.

Spoiler (click to show/hide)

No ship, no money, nobody who isn't wounded. Oh, and all of our decent equipment was on the ship. Want to call the game? I feel bad losing so soon; I started with TFTD when it was new, and I've never lost this quick. If so, who starts the new one? Rolan? Me? I'm also putting Rare Earth Elements on the "don't sell" list. They're real difficult to get when you can't win a fight, and you need them to get enough gals to keep winning fights.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 17, 2019, 07:49:49 pm
Oof.  Don't feel bad, this game is kinda stupid hard in ways.  I've never seriously considered playing ironman until this, there are just too many little nonsense quirks which make me restore an autosave.  Sometimes including bad RNG/lolnukes or also just Dioxine's Kojima-esque obsession with hiding enemies in walls.

I guess I could pick up from the last save and we keep trying until one of us gets through.  I'm willing to try.

Alternatively, I very much wouldn't mind a reduction in difficulty.  Enemy armor gets ridiculous in midgame even with the Kidd reduction, whereas on the unaltered difficulties it's pretty absurd even from the beginning.  I've been playing John Silver personally, and couldn't say how many times Warmaidens have shrugged off rifle rounds to the back without damage (often with the classic "turn around and one-shot their ambusher").

So a vote I guess - do I just rewind the clock, or start over?  And on which difficulty?
Title: Re: X-piratez succession game
Post by: Robsoie on July 17, 2019, 08:45:48 pm
I never continued to play after losing the ship as usually i just reloaded the previous save so i don't know : is that ship-less situation unrecoverable in x-piratez ?
In DF i sometime had fun trying to recover my fortress with the survivors just after a terrible and hilarious tantrum spiral that killed most dwarves (when tantrum spiral were still a fun feature before df2014), so if x-piratez progression is allowing the situation to be recoverable it could be fun to try to continue.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 17, 2019, 09:41:09 pm
Well, losing the ship is a pricey hit but we can buy replacements with Contacts: Car Thieves (which is pretty early research).  An Airvan holds 5 instead of 6 but has better range, heh.  I'd probably go with the Blowfish.  Slow as hell, but seats 8 and goes underwater.  Slightly cheaper too.

$360K is still a lot, and the crew's pretty wiped-out, but eh... if Iduno posts the save I'll definitely give it a shot at least.  Even if I have to sell facilities, I'm kinda curious.
Title: Re: X-piratez succession game
Post by: MCreeper on July 18, 2019, 04:00:39 am
It was inevitable. It was moderately annoying.
Personallly, i'll vote for just restarting this, on whatever difficulty.
Title: Re: X-piratez succession game
Post by: Iduno on July 18, 2019, 08:25:47 am
Well, losing the ship is a pricey hit but we can buy replacements with Contacts: Car Thieves (which is pretty early research).  An Airvan holds 5 instead of 6 but has better range, heh.  I'd probably go with the Blowfish.  Slow as hell, but seats 8 and goes underwater.  Slightly cheaper too.

$360K is still a lot, and the crew's pretty wiped-out, but eh... if Iduno posts the save I'll definitely give it a shot at least.  Even if I have to sell facilities, I'm kinda curious.

360 is about 300 more than we've got now. Even if we sold the tiny drill (we won't), we probably couldn't afford that. I'll still post the save when I can to see what you can do with it. I also figured out why the base defense was so difficult. Most of our gals were in the burrow, and I was in the process of replacing the security corridor (located way too deeply in the base to be a useful choke point) with the mess hall. The main battle was taking place in the new barracks by the hangars. One gal and one peasant (the other got reaction-fired) fought off 2 nurses and 2 drones, while another gal and peasant fought off 3 nurses (one with a shotgun). There was another nurse running around as well, but half of our reinforcements eventually made it to patch everyone up.

Struggling with money early game (most of the game, probably) is interesting, but it means that everyone getting one-shotted sucks (especially when they're the one going back to the van for safety). Early game is a lot of hiring brainers to get you points so you can afford the brainers you just hired, and hoping none of your gals gets hurt badly enough to prevent you from doing missions.
Title: Re: X-piratez succession game
Post by: MCreeper on July 18, 2019, 11:01:13 am
So, when all who want to try to salvage this will get the save?  :P
Title: Re: X-piratez succession game
Post by: E. Albright on July 18, 2019, 11:56:32 am
Re: early base defense: dogs. Dogs, dogs, dogs.
Title: Re: X-piratez succession game
Post by: Robsoie on July 18, 2019, 12:00:06 pm
I'm not opposed to you guys starting a new game if trying to continue with the current situation isn't appealing for you.
Title: Re: X-piratez succession game
Post by: Iduno on July 18, 2019, 04:39:27 pm
I'm home. Enjoy. (http://dffd.bay12games.com/file.php?id=14458)

Huh. I always opened money bags and bags of cash before, and never sold any. We also have some weapons that are usable, and a stockpile of black powder bombs. The game is probably salvagable.

Oh, and with that last showing, I'll let someone else take the lead.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 18, 2019, 05:17:50 pm
I've got some ideas, some crazy.  I'll play through the rest of April, then May and June unless something comes up.  This might not be as bad as I thought, though.
(I say, despite never playing ironman before...)
Title: Re: X-piratez succession game
Post by: Robsoie on July 18, 2019, 05:49:20 pm
If we continue, i think on the short term (before being able to afford expensive transport) maybe aiming for expeditions could be a good idea, the research is already available in the list on Iduno last save, the expedition ship is very cheap to buy in the market after the research unlock it.

Sure it's slow (so not really going to reach a landed ufo before it take off), but for temple raiding it could still be usefull for making money as its refuel range is very very big, at least until we have enough to purchase a new airbus.
 
Title: Re: X-piratez succession game
Post by: Iduno on July 18, 2019, 06:08:00 pm
Depending on what you sell (everything except tiny drill and menacing hull is ~2 million dolaroos), you should be able to afford something nice. Possibly even people to fill the ship. Peasants are like the base X-com game, except you're outnumbered, and sometimes it's a bunch of zombies.
Title: Re: X-piratez succession game
Post by: Robsoie on July 18, 2019, 06:36:12 pm
Only selling the chips, bags and purses it looks like there's a bit more than 1 million just waiting in the vaults on that save, very nice money making indeed no problem for something better than expedition (airspeeder/aircar/airvan/blowfish are available as soon as researching "gals are superiors" -> "have a party" -> "contact car thieves" from that saved game, probably less than half a week if focusing all the brainers of that)

Title: Re: X-piratez succession game
Post by: Rolan7 on July 18, 2019, 08:01:10 pm
If we continue, i think on the short term (before being able to afford expensive transport) maybe aiming for expeditions could be a good idea, the research is already available in the list on Iduno last save, the expedition ship is very cheap to buy in the market after the research unlock it.

Sure it's slow (so not really going to reach a landed ufo before it take off), but for temple raiding it could still be usefull for making money as its refuel range is very very big, at least until we have enough to purchase a new airbus.
Heh, you guessed what I had in mind ;D
...Why did imgur put the images in a random order, why can't I sort by filename ohnoooo I really went overboard
Oh wow postimages works a *lot* better, I can even just edit the screenshot number in each link.  ...OHNO that doesn't actually work, argh why!

Mmph, my head...  Where's the soycaf in this joint?  Ah, here we go. 
*sluuurp*
...
Where the hell is everyone?

Spoiler (click to show/hide)
Alright, I uh... guess I'm captain now.  A captain without a bus, but our secret lair is pretty cool.

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At least we've got brainers, oooh do we have brainers.  Half of them spend their time listing the reasons we're great, and insisting that the away team will be back "any day now".  uh-huh.  The rest are gluing ratskins to their clothes or listening to tales of "Your sin cat".

Spoiler (click to show/hide)
Yeah, uh... we need a way to leave the base.  I don't care if we have to walk, make it happen.

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Oh gods where are all the runts?  ...In the cave???  I like shiny rocks too, but I like grog more.

Okay, let's get to work.



Spoiler: ...ew (click to show/hide)

One of the "nurses" informed us that our juicebags are actually saline.  As if we didn't know that, duhhh.

More importantly we found a dog kennel in Jacktown!  Cats are superior, but I have to admit dogs make better soldiers.

This called for a party!  I can't really describe it, mostly because I blacked out, but let's just say I think it helped smooth things over with Jackstown.

According to that working girl we rescued, diamonds are "a girl's best friend".  And "worth a whole lot of money".

Another nurse warned us that if we keep shooting down ships, the Academy will "crackdown" on us.  I told her that we shot down a hundred ships yesterday.  I think she bought it.

Spoiler: Sorry ): (click to show/hide)

We found a "holdout pistol" on a nurse.  We also found "exquisite lingerie" on a working girl.  Remarkably similar techniques.

Spoiler: This is fine!!! (click to show/hide)
Spoiler: OHGODSOHGODS (click to show/hide)


Spoiler: See, told ya (click to show/hide)
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Okay so rash decisions were made, but in my defence we really do need this money to hire more meatshields peasants.
Also I ordered construction of a barracks because we need more runts *and* enough warm bodies to overwhelm our foes.

Also walking sucks, actually, what else you got?
Spoiler: hell yes (click to show/hide)
Spoiler: let's do this (click to show/hide)

So that's April done.  Started May by ordering up the bikes, 5 hands, 20 peasants, and 1 runt just to top off the living space.  This has been fun, buuut I've kinda been stalling I guess, since I'm pretty sure I'm not a good commander.  But who needs doubts when I've got grog, right?  Haa...

(I definitely overdid it with the images though, jeez.  Sorry XD  I haven't done this sort of thing in a while.  Gonna speed things up going forward...)
Title: Re: X-piratez succession game
Post by: Rolan7 on July 19, 2019, 03:34:25 am
I learned nothing  :'(
Tempted to record video next time, even censoring the bits might be easier than these stupid screenshots.  Maybe.  Or I could just use less screenshots :o
I was going to move a lot of the text into the spoiler tags again, but f that I'm going to bed
I feel like I did this very wrong (the screenshotting/commentary that is) but I honestly had fun so

Spoiler (click to show/hide)
The brainers have decided I'm insane, and not "the fun kind".  (I was working towards an onsen, but then realized we're not that far away from recruiting Warriors.  I'm glad we can research radar without, uh, having one XD)

Went on a recruitment trip to Jackstown.  5 superior gals, a score of peasants, and a cute runt.  I also hired a team of explorers to survey the continent a bit.  35k for 40 days, not too bad, and they promise to sing our praises along the road.

Valuable coins are valuable, who'da thunkit?  Especially to the banking... goblins.

A brainer got hungry and suggested we go out monster hunting sometime.  No wonder we pay them the big bucks.  We also studied the dismantled radar, just in case we want to rebuild it someday.  Aheh.

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Still no sign of Idunno...  Where could they be???

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Apparently the seas still carry piracy of a different sort
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Note to self:  Don't get hurt
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Is this what we've been reduced to?
Wait, where are the new recruits?  It's the 5th, shouldn't they be here- I didn't actually hire them??  That's it, I'm giving up grog!  Not really but I probably should!

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Uhhhhh no no this is fine!  Nina, grab a backpack, you're going for a walk.
...No we're not kicking you out, this is an important mission!  Okay fine, Hairy Spike will go with you.  You big baby.  (Expeditions have 2 "pilots" minimum heh).
Spoiler (click to show/hide)
Delay a few hours, then... off you go. 
Let's hope they can't reach Sri Lanka by foot in 41 hours, because I did not arm them.

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Brainers figured out how to make this replacement radar.  Tiny range but comes with some nice, oddly warm bunks.  Tempting.  Though we actually get better radar (750) from walking outside...  Who needs technology with uber-eyeballs?

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  Are they SWIMMING??

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...I only read it for the VooDoo!

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YES!  They were getting pretty close.
The ubers are still a few days out, but I'm sure you girls will do fine.  Grab some gear and let's ride!  Dammit I should have made you militia outfits, no time now though.
Oh jeez we need more handles... and bandages... and guns, but these crappy handguns will do against rats.  Got some shotguns anyway.  And hey, the one situation where pocket las are useful!

Spoiler (click to show/hide)
Bzz Nina, do you copy?  Yeah uh head back home, thanks
Spoiler (click to show/hide)
what a clusterf
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Immediately a near casualty, as a rat survives a shotgun blast
...Another rat manages to "push the shotgun aside", mega-killing another peasant.  Frigg's sake, people.
One down and two bleeding out, only 5 bandages to go around - AGH could you HIT with the longsword, please??  SMG-gal would fire but fears the rat's "ninja powers".
Spoiler (click to show/hide)
Three gals wiffed all melee attacks, finally did this.  Missed the girls, got the rat though.
Spoiler (click to show/hide)
Welp there goes Miss Belle, and both bandages we slapped on her
Her nearly dead companion Miss "Hangman" wiffs three times, because of course.  Starting to think it's shotguns or nothing here.  And friendly fire is becoming less of a concern by the second.
Spoiler (click to show/hide)
We have 2 bandages.  Triage identifies you as "bait"
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What do you mean you can't see in the dark??
Valerie Despacito finally gets a reaction shot, only to miss entirely with her shotgun.  There's... only 4 gals left, soon to be 3.
No, Lara Grayjoy pulls off the clutch win!  Tanks a rat bite without damage (wowzers) and fries its head off!  Valerie will live to take up a bunk!
Spoiler (click to show/hide)
Oh no, a Critter Awareness Teammember died.  Also: oh gods we're so screwed
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Lara Grayjoy MVP.  Tess... WTF, Tess?
Spoiler (click to show/hide)
L-look, technically we made a profit!  (I did not sell everything)
Oh huh, Lara Grayjoy was also the one who accidentally a murder.  Eh, I blame the rats.

Spoiler (click to show/hide)
(I love this report)
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Do the bikes unfold into jetskis?
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Some general supplies, maybe a bit much but we've got dosh
Spoiler (click to show/hide)
Interesting alternative to walking, but slower than bikes and costs fuel (chemicals)
Spoiler (click to show/hide)
Oh joy, a temple raid right next door!  Ideal!
Spoiler (click to show/hide)
Oh, Nina Churchland crossed the ocean by becoming a deep one I see
Spoiler (click to show/hide)
Nice positioning!
Spoiler (click to show/hide)
Gal on left: fires pocket las once, misses
Altar boy: Reaction fires into the ground, the gal next to him, the gal on the left, then the gal next to him *again*.  Adjacent gal took 1 damage, gal who was hit once took 20 and 3 wounds.  RNG~~
Spoiler (click to show/hide)
Oh hello mr shotgun
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Wow I didn't think that molotov would reach, yay high ceilings
Spoiler (click to show/hide)
I like using the pillars as cover
Spoiler (click to show/hide)
stupid corners
Wow, after 3 turns on fire the priest casually flamer'd a gal.  That's some impressive willpower.  She'll... probably live?  Panicked immediately of course, staying in the fire, so maybe not.
Spoiler (click to show/hide)
Dammit two clubbings to the back of the head and he's still up!
He turned and flamed her directly, killing her and himself as well.  What a nutjob.  And there's someone I missed, apparently, so Lucy Shea is gonna burn to death too.

Yep.  And I guess I missed 3 people, because I got a sharp guy and another altar boy.  The altar boy tried to handle Coconut Monkey... cute.  She gotten a lot of KOs with that shield this battle.

Argh, a shrine maiden down and there's *still* someone out there!  I'd been taking uber nightvision for granted.  The peasants are also panicking almost constantly, guess they're scared of the dark.

Today I learned that a berserk peasant will throw molotovs.  No one was harmed, this time.

Two altar boys and a savvy gal were hiding in the dang corner!  A gal charged into melee, but got shot dead regardless.  Probably because she wasn't skilled at melee.  Shot them dead... one of them took 6 las shots though :/
Spoiler (click to show/hide)
ARGH STOP RUNNING YOU'RE SURROUNDED
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FINALLY
One of the acolytes killed enough with a shotgun, and I guess the priest killed himself with "friendly fire", hence the 4 kills and 6 dead heh.  Doesn't look impressive, but the 7 hostages will pay off, and the loot was pretty good.  Oh and they honed their skills a *lot*, forgot to record that.  Almost everyone is more brave now.

White Shamblers are big and strong, thanks doc.  At least we can butcher them now.
Spoiler (click to show/hide)
tell us your secrets
Spoiler (click to show/hide)
Our names are superior

Made some handles and molotovs- oh right, we need cute sailor outfits and militia garb!

Altar boy: Did you know you can loot stuff when you win fights?
Us: You realize four of us died capturing you?

Another temple raid!  In... Australia The Death Realms?  I'm pretty sure the bus wouldn't have been able to make it.  Fortunately we have bikes!

Dreadlock Constrictor has 11 strength.  Grog dammit, she can't even carry the barbarian shield.  We need warrior recruitment yesterday...

Oh jeez this trip is going to take like a week.  Dogs!  We need dogs for base defense!

Spoiler (click to show/hide)
RIP Dreadlock Constrictor.  You couldn't hold a shield, so you got oneshot around a blind corner.
It's a lot easier to hunt in the bright desert sun!  Damned hot, though.
Ohai random acolyte, we don't feel like firing on you for some reason so feel free to down two peasants with two bullets.  Sweet dreams bucko!

Lara Grayjoy handles the priest and a sharp guy, totally forgiven for that murder thing.

Mysterious explosion in the balcony, none of were hurt.  Don't play with fire, dummies!
Spoiler (click to show/hide)
I'm pretty pleased with this (:
Spoiler (click to show/hide)
Behold, the beginnings of competence
Spoiler (click to show/hide)
Why would we ever need two prisons, I said.
Nice ransom, though I'd rather get it in blue chips...
Spoiler (click to show/hide)
The voodoo who do what you don't dare to
Huh, apparently we haven't found any young ubers yet, so we can't research The Most Common Superpower for now.  Onsen, so close but so far.
Spoiler (click to show/hide)
B-boy told us about his supplier
Spoiler (click to show/hide)
Okay yes, I let the sharp guys go, but look what we got in exchange!
Shrine maiden told us about "charming" people.  The church is so strange.

Barracks finally finished, which means more runts soon!  Gotta maximize that grog production :D  Also room for more recruits, as soon as we convince some actual warriors to talk to us.

Giant cockroach skin is apparently "chitin" and one brainer things we should cover ourselves in it.
Spoiler (click to show/hide)
One of the hoes had a strange suggestion, not sure how I feel about it
Spoiler (click to show/hide)
Tough guy talked about his homeland.  Sounds awful.

...Okay, another temple raid, but this time someone's paying us for it!  Moving on up in the world!  Should be less well defended, but we have to be discrete on the approach.  We were already pretty discrete...  But the barbarian shields stay home this time.


Spoiler (click to show/hide)
Nice of him to walk out the front door!
Spoiler (click to show/hide)
Pretty straightforward
Water Tarantula got surprised by a tough gal with a shotgun, though.  Was over in an instant.  On the plus side, lots of shiny coins!
Spoiler (click to show/hide)
A watchtower!  I feel like the game is being nice (:
EZ PZ, 4 hostages and no complications (aside from dragging a GO away from the door before we asploded it).  Not much reward either of course.
Spoiler (click to show/hide)
This'll be nice... someday, when we have 10 medical supplies
Spoiler (click to show/hide)
This is good, but we only have a dozen apples for now
We figured out that "rare earth elements" help us feel better outside the zones.  That's nice I guess, but why would we want to leave the zones?  They're so cozy and "warm".
Spoiler (click to show/hide)
This is much more fun!
Spoiler (click to show/hide)
And THIS is MUCH more useful!  oof, 100k each though.
At least they come with a bit of armor.
A neophyte showed us how to use his glowy doodad to play "Tetris".  Productivity is plummeting.  On the bright side, we can read people's "emails" off such "computers" for potentially useful data.  It's like interrogating someone twice!
Savvy girl told us some people sign documents with rings.  I think she's broken.
We also figured out what that "wrench" I bought is for:  bonking heads and stripping armor.  And some runt stuff I guess, they swear they learned something important for "later".
Tough gal told us a horror story about "deep ones", lizard people who attack jetskis.  Suuuuure.
B-boy showed us some more "consumer goods".  How decadent, but valuable.
Spoiler (click to show/hide)
An altar boy disappeared, and I got this explanation.  Uhmmm O_o
A working girl showed us, uh, a charm technique.  But apparently we have to dress ridiculously in order to use it.
Spoiler (click to show/hide)
lmao
A gal taught us about the Death Realms.  Thanks, we've been.  Gravball sounds fun though.

Nothing much going on, so we invented Gymnastics to pass the time.  It's a sport where you punch a guy named Gym, but you can't use weapons.
Spoiler (click to show/hide)
General Operators (sometimes named Gym)
He told us that it's easier to build facilities "over" old ones, instead of digging entirely new rooms.  Brilliant advice, Gym, let's play a game.
Spoiler (click to show/hide)
We need craft weapons!  And craft!

Well, it's been an interesting month.  Maybe.  It started pretty crazy, but we really we just knocked over some stargod-bootlickers and road bikes.
Spoiler (click to show/hide)
We're making good progress towards... uh, a lot of things
Specifically we're not far from a dojo, which would really help these peasants get some baseline skill.  Though it wouldn't increase their strength at all.
Spoiler (click to show/hide)
Still no sign of Idunno, hope they're okay.  I've started making my own moonshine, though.  Got a bit bored of grog.
Spoiler (click to show/hide)
I can't believe we're fricking alive
Someone take this stupid hat, I need a drink.

Yeah uh I'm fine with only one month in retrospect XD
I urge whomever's next to not take 61 screenshots, learn from my mistakes
Oh dangit I need to upload the save.  Uh... oh, zip it, okay: http://dffd.bay12games.com/file.php?id=14460
Ironman is kinda exhilarating I suppose, at least for these early months.
And yes I dorfed myself and Idunno as runts, seemed the safest option at least for now :P
Good luck Robsoie!
Title: Re: X-piratez succession game
Post by: Robsoie on July 19, 2019, 09:20:57 am
It seems the Gals decided to try democracy, unfortunately they will learn quickly that it is not a flawless system at all in a pirate group, as their new incompetent captain will soon enough show them.

Here comes the time of the Captain Robsoie leading the group, a peasant that was entirely unremarkable making the election very suspicious, a reign that the brainers qualified as a complete mistake on the 2nd day of the new captain era.

Spoiler (click to show/hide)

The brainers while despairing at the new direction still were "working" on the prisonners, lots of horrible screaming were heard in the night but the Gals had became used to that.

We learned about the
Theban Hive
 from a not-so-Though Girl, that place sounded like a mostly desert country
 
Spoiler (click to show/hide)

 you know that's the country that is right south of our base, where it's hot.

Meanwhile the cave hunters came back with some food
Spoiler (click to show/hide)

Just in time for the brainers to get it as they came back with completing their research of
Personnal Database
Social Hierarchy
that probably made them hungrier than usual for some reason.

Probably explaining why they decided to interrogate the Sirius priest after that, poor bugger.

And joy started to spread because we finally got a radio call from some vehicle honest business
Contact Car Thieves

Hmm, maybe time to either replace the expedition with something faster to transport people, or get a fast attack super weak ship or something else.
Decision, decision ! ... that the Captain Robsoie decided to postpone as usual until he forgot about it.
Spoiler (click to show/hide)

Later the Gals talked between themselves about how that mad captain wanted to build another hangar instead of selling the expedition, the thing would have made the place impossible to defend in case of invasion due to vastly increased amount of entry points.

Anyways, for some reason known only to the captain, we went with an airspeeder, apparently the Captain Robsoie was heard at night when planning stuff crying and saying things like "shoot them down !".
It wasn't a surprise that the Captain insisted to pilot the thing.
None had the heart to tell the cap that there was no weapon or missile available, but Robsoie seemed so happy.

Fortunately the brainers came with a new idea for missions that didn't had to use the airspeeder
!Underground Missions!
Spoiler (click to show/hide)

In his dying breath a G.O. told the brainers some information about repairing ships
Spoiler (click to show/hide)
The runts already knew that but thanked the brainers for the intention anyways.

Then we got news about preppers, the captain Robsoie immediately ordered the Gals to get there, the reason was not really greed but curiosity as the cap never heard about this before
Spoiler (click to show/hide)

The gals weren't really happy, because you know what they say about curiosity ...

Anyways, it was on the Nordfederation, and we had the bikes.
Spoiler (click to show/hide)

The Captain Robsoie wasn't part of it, the airspeeder instead was intercepting a small ufo
Spoiler (click to show/hide)
You can imagine the captain despair when he decided to attack it and notice there wasn't any weapon aboard.
At least he tailed the ufo for a while until the ship decided to fly to space.

A disapointed captain came back to the base telling the gals that his airspeeder nearly destroyed an enemy ship.

Anyways, back into the Nordfederation territory, the Gals were ready, it was night
Spoiler (click to show/hide)

The preppers had guns, but it didn't impressed the Gals much
Spoiler (click to show/hide)

Spoiler (click to show/hide)

the small UFO was back and the captain was tailing it again until it landed.
The Captain Robsoie decided to not assault it, not only because the cap was all alone but forgot his weapons at home, what a shame.

The small UFO didn't stayed long enough for the bikes to go home and back to it unfortunately.
Fortunately the brainers had some good news that were a delight for the Gals interested in melee
Swimsuit Design
Spoiler (click to show/hide)
As it taught the runt to finally manufacture swimsuits, that gives a nice bonus to TU

And the brainers also brought more good news, we got a call from honest traders
Contact Smugglers
Spoiler (click to show/hide)
Meaning more stuff to buy in the market !
Minecraft
So they can play mining game ! huh, oh that's just mining stuff enabling for more research like the Large Vault that will be usefull at some point.

Oh and the Sirius priest gave us an information of probably extreme importance for someone somewhere
Spoiler (click to show/hide)

Yeah, but we need more Uber Gals , and it's great that we finally got words about one of them being kept in a red lantern villa
Spoiler (click to show/hide)
To the rescue Gals !

Still night, hopefully will help to avoid losing gals
Spoiler (click to show/hide)

one of the peasant(Alice Stilberg) got shot to unconsciousness quickly by an enemy woman, that got killed the turn after by another of our peasant.
Sadly during the battle Alice Stilberg died from the wounds, and we lost an Uber ( Hairy Spike ) to some stupidly lucky shot from a guy that went insane that unloaded his automatic with all shots landing on the Uber despite the long range.
Man my legendary bad luck strikes again, just a turn before the end
Spoiler (click to show/hide)

We rescued an Uber and lost one, at least there's some money and training made out of this.
Oh and
Warrior Armor
finally got researched, we'll need more scrap metal to manufacture those.
The brainers weren't lazy and discovered
!Neophyte Boot Camp!
Spoiler (click to show/hide)
Adn the details of the very excellent
Swimsuit
Spoiler (click to show/hide)

Later we ignored a rodeo and got a troublemaker got beaten to death while telling us
Spoiler (click to show/hide)
while a tough girl was thrown to the sharks while screaming information about Fuso
Spoiler (click to show/hide)
That made the brainer hope they could contact them

A bounty hunt note showed up, and the greedy Gals immediately jumped on the occasion to make money, the target was a Sharp Guy in some crackhouse, but he had some gang protecting him, so it wouldn't be easy
It was day for once, meaning probably lot of casualties for the gals unfortunately.
Spoiler (click to show/hide)

Surprisingly we lost none, got a couple of minor wounds though, nothing bandages couldn't fix
Spoiler (click to show/hide)

We also learned about
Double Barreled Shotguns
HE Grenades
And the brainers got an idea, how about
!Toppling Towers!
Spoiler (click to show/hide)

A ruffian walked the plank and while drowning told us about Megapol
Spoiler (click to show/hide)
And the brainers decided to party after coming with the design for a
Large Vault
Incendiary Grenade

Captain Robsoie got happy as he finally had some missiles added to the airspeeder and 2 suicidal gals to go with him in that flying cursed ship.
Unable to figure out where to build the big vault, the Captain Robsoie just forgot about it and ordered the raid of a temple of sirius instead at night time
Spoiler (click to show/hide)

During the battle a peasant got killed, so much for trying to knock out everyone... but at least that was the only killed
Spoiler (click to show/hide)

A Ruffian told us details about giant rats while losing his arm, for this useless info he lost the other one too.
A Though Guy spilled the bean, and his guts, about
Confederate Eagle

It got the brainers so happy that they elaborated their theory about
Soldier Peasant
Ballistics
Heavy Shotguns
Protective Gear

And got a call from the land of Fuso, that allowed us to purchase some of their ninja weaponry.

It was a calm end of the month , we have 2 bounty hunting notes that popped up but the Captain Robsoie was too busy moving out of the Captain quarters as the gals had enough of his incompetence and ridiculous decisions.
They then decided to choose someone else to lead them to glory.
Spoiler (click to show/hide)

I tried to refrain myself to take too much of them according to Rolan7 advice with "only" 37 but if there's a next time i'll take a lot less screenshots, still too much as it took me more time upload/crop than actually playing :/

edit : (oh and don't hesitate to sell the airspeeder or remove the Captain from "my" peasant, i just forgot to do it before uploading the save)

Good luck Rince Wind !
file :
http://dffd.bay12games.com/file.php?id=14461
Title: Re: X-piratez succession game
Post by: Iduno on July 19, 2019, 09:21:39 am
Specifically we're not far from a dojo, which would really help these peasants get some baseline skill.  Though it wouldn't increase their strength at all.

Carrying close to (or at) carrying capacity in missions increases strength, which helps with melee. I assume that's what Rocks (and ol' revolvers) are for.
Title: Re: X-piratez succession game
Post by: MCreeper on July 19, 2019, 09:28:48 am
Just one month? Okay.
Title: Re: X-piratez succession game
Post by: Robsoie on July 19, 2019, 09:36:41 am
the screenshot/crop/upload hell killed my enthousiasm of doing a 2nd month on a row, so 1 month it will be.
Title: Re: X-piratez succession game
Post by: Iduno on July 19, 2019, 09:37:29 am
So, it's MCreeper and me again? Time for more of this (https://thedrinkblog.com/grog/) (with a cinnamon stick).

Although it will be a pain playing with peasants again. My personal save is in April with a dozen or so uber gals, half of them uninjured at any given time.

the screenshot/crop/upload hell killed my enthusiasm of doing a 2nd month on a row, so 1 month it will be.

Fullscreen and F12 makes that way better, no cropping needed at least. But uploading them, copying the location, and pasting them in a spoilered image tag (each individually) takes some time. Then again, I posted very few pictures (I'll try to get better). Kinda wish there was a day end research results screen when you actually learned more than one thing (B-boy taught you about beer, nurse taught you about medical supplies, and you know how to make flintlocks now).
Title: Re: X-piratez succession game
Post by: Rolan7 on July 19, 2019, 10:33:06 am
Sweet, thanks for getting the turn done so fast Robsoie!  A very solid month, with very few losses and strong score.  I'm noticing a downside of the bikes is that it's hard to guarantee night missions, but we both got pretty fortunate!  Thanks for doing all that cropping.

I'd consider hiring workers instead of building large vaults, I picked Minecraft for other stuff (IDK what exactly, but Large Barracks are excellent).

I haven't faced any Preppers yet :o  I picture them like Spartans but with less armor, probably.  In Male Touch you seem to work with them, they give a free box and some advice!

And yay, Idunno made it out of the caverns with a bounty of meat :P  No rare earth elements after all that, but we can purchase them from the market now. 
Specifically we're not far from a dojo, which would really help these peasants get some baseline skill.  Though it wouldn't increase their strength at all.

Carrying close to (or at) carrying capacity in missions increases strength, which helps with melee. I assume that's what Rocks (and ol' revolvers) are for.
I used to think this but it's a misconception.  Strength is a secondary stat like health/TU/stamina, so it gets an increase if the soldier took any meaningful action during the battle, like landing a hit.  (It's like vanilla that way)

IDK why, but normal base training doesn't advance strength.  Sucks when you just want the peasants to carry a standard kit.  I think the "militia training"/"shakeup ceremony"/gladiator actions increase strength, at the cost of wounding the soldier for a while.  Definitely worth it when you have all the medical buildings, and the gladiator fights even pay *you* for giving a very significant stat boost.  Pretty late tech though.

I think rocks are a joke weapon :P
So, it's MCreeper and me again? Time for more of this (https://thedrinkblog.com/grog/) (with a cinnamon stick).
WoOhoO!
Although it will be a pain playing with peasants again. My personal save is in April with a dozen or so uber gals, half of them uninjured at any given time.
We do have warriors available to hire!  I held off, but their minimum stats are quite decent and warrior armor is better than nothing (well, advanced players sometimes argue its stat maluses make it useless, but they're the kind that use pathing exploits and camping to never get shot at).  I'm pretty sure our economy can handle several!
the screenshot/crop/upload hell killed my enthusiasm of doing a 2nd month on a row, so 1 month it will be.

Fullscreen and F12 makes that way better, no cropping needed at least. But uploading them, copying the location, and pasting them in a spoilered image tag (each individually) takes some time. Then again, I posted very few pictures (I'll try to get better). Kinda wish there was a day end research results screen when you actually learned more than one thing (B-boy taught you about beer, nurse taught you about medical supplies, and you know how to make flintlocks now).
With Postimage.org I was copying over the img links into my text document, then did a couple of find-replace to add the spoiler tags around them.  Putting the "captions" in the spoiler tags got to be too much though.

Edit: Oh and postimage had an option to resize all the images to 640x480, which I did.  I play at 1024x768, for the first post I used find-replace to set all the img widths to 800.  I think 640x480 is better for the forum.
Title: Re: X-piratez succession game
Post by: MCreeper on July 19, 2019, 10:41:25 am
What's up with preppers, by the way? In my game i just got around 16 baseline spartan scouts so far. Those look diffirent.
Title: Re: X-piratez succession game
Post by: Robsoie on July 19, 2019, 11:14:56 am
Forgot to mention that i left a lot of blue chips for gambling, didn't do it myself due to legendary bad luck, so i thought better leave that to someone with more luck :D
Title: Re: X-piratez succession game
Post by: Iduno on July 19, 2019, 01:52:30 pm
Spoiler (click to show/hide)
Why would we ever need two prisons, I said.
Nice ransom, though I'd rather get it in blue chips...

I think we’ve all made mistakes. Part of community games is learning what other people do that’s better than what you do.

Carrying close to (or at) carrying capacity in missions increases strength, which helps with melee. I assume that's what Rocks (and ol' revolvers) are for.

I used to think this but it's a misconception.  Strength is a secondary stat like health/TU/stamina, so it gets an increase if the soldier took any meaningful action during the battle, like landing a hit.  (It's like vanilla that way)
[/quote]

Weird. It's always seemed like my strength quit going up when I wasn't carrying a heavy load relative to the current max, and started going up again after I'd loaded them down (usually after getting a uniform with more carrying capacity). Could be coincidence, I guess.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 19, 2019, 03:19:04 pm
Downloaded the save, not sure if I can play before sunday though.


Of course, I had to try it. And ehh, sorry Robsoie, you didn't survive your first mission. :(
You have been avenged though!
Title: Re: X-piratez succession game
Post by: Robsoie on July 20, 2019, 04:50:05 am
Even my character had my bad luck :D
Title: Re: X-piratez succession game
Post by: Rince Wind on July 20, 2019, 05:05:19 am
*boom*
"Haha, thought you'd get away, didn't you?"

"Um, what are you doing there?"

"Just testing the latest batch of black powder bombs. Wouldn't want you gals to use them and then realize they don't work, right?"

"You are testing them on the prisoners?!?"

"Of course not! I mean, I'd love to see some action, just working here at the extractor might give me a nice tan and all, but going out with you lot ..."

"What is this, then?"

"Fresh paint!"

"And these bits and pieces?"

"Umm... props to make the testing ground more realistic?"

"You are not a good liar, are you?"

"I can be pretty convincing! I think."

"Tell you what, I'd like to spend some time down here,why don't we swap places for a while and you prove that you have it in you?"

"Are you serious?"

"Of course. I ... I don't like blood. And I think I'll have to throw up..."

"Wow, thanks!"

"Hurry, they are voting for the new captain at the moment."


...

And so I, a runt, swapped places with one of the gals. I arrived just in time to hear the last gal make her speech as to why she should be captain. I entered the stage to confused looks and held a rousing speech myself. Mostly aimed at the peasants, so I spoke of strength in diversity and so on. My idea turned out to be good, I got two votes, my own and that of the peasants (you didn't think they'd all get a single one, did you?), while the other gals all got one - their own.

Even while I was celebrating the head brainer arrived and made me sign some papers. I thought that it was my salary. Only found out later that I won't get any bonus for being captain and just allowed three of her friends to work here for rediculous wages and a hefty signing bonus. Oops. But it seems they all earn the same, so at least I am not worse than the previous captains. To protect our new brainers I asked to two new gals to escort them here as well.

Next thing I know I get a summary about Rifles, decent alround weapons. Also a rundown about society, though it fails to mention that we are flying over the top of the pyramid. I didn't get the pyramid thing anyway, what have some boring old triangle buildings to do with modern society? I wish the brainers would explain this for the laygal.

Told them all to find a solution to our overcrowded prisons, and they mumbled something about slaves. Sounds good to me!

Over in the Americas one of the gouvernments wants their taxes back. I refuse, and we settle for killing the self appointed tax collectors.
I am sending the bikes ... what am I talking about, I am leading them! (After a bit of rummaging through the stockpiles I found some nice stuff to put on board as well.)

...
Dammit these things are slow. I've been looking at this ocean scenery for ages. And the hideout just calls and says there is a gal in distress, some fools want to offer her to some gods in a blood ritual! It is only a bit further than the tax collectors, so I order the Speeder to take on those, we'll continue on a rescue mission.

...
Fucking speeder overtakes us, the peasants are waving and grinning.

They got some stuff from the storages as well, and are lead by TPFKA (The Peasant Formerly Known As) Captain Robsoie.
She is the first one to kill on of the Ruffians here as well! Not this one, but the other one was in the dark, so this is more of an example picture.
Spoiler (click to show/hide)


Then she wounds a highwayman with a double barreled shotgun. He doesn't like that at all, turns around and runs to where the shot came from, and fires. Both barrels, as Robsoie survived the first one somehow.
Mrs Fuller fills him with lead for that!
Spoiler (click to show/hide)


Because the Peasants are hopeless shots they use some grenades to kill and wound as well as their rifles, and after a while the last one dies. Most of the taxable population is dead as well though, so the gov isn't very amused. We got one of the ruffians alive and some stuff though.
Spoiler (click to show/hide)


Minna is promoted to bossgal. Minna? Why not me? I AM THE CAPTAIN!







Title: Re: X-piratez succession game
Post by: Rince Wind on July 20, 2019, 05:40:22 am
Later that night we arrive at our destination as well. My ass hurts like hell from riding the bike all the time and it is good to get some workout.
Some weird dudes that look as if they would be more at home in a video game than in the real world have lit some fires around an altar thingy. And there she is! The guy next to her already has a knife out, so it seems we are right on time!
Spoiler (click to show/hide)


Those domestic shotguns are pretty terrible, so we grenade the closest one after a lot of missed and ineffective shots. He ... vanishes complety?
Spoiler (click to show/hide)


We kill some more, and we can even rescue  a wounded one, he'll come home with us and entertain some brainers.
Spoiler (click to show/hide)
(I am the gal with the aqua hatchet, btw.)


We kill the last one, a flawless miss ... WHY DIDN'T I LEARN ANYTHING?
Spoiler (click to show/hide)

Because I lead, because I have to tell the others what to do, and because ... well, it was my first time, ok?


The stuff seems to be mostly useless, but we rescue a gal! She refuses to join us (yet), because we have no rare earth elemental trinkets.


4th of July, the new brainers arrive, and they get to play with the possessed sarge and an execution trophy I found laying around.
I have also sold the bikes, because my ass still hurts. And they are soo slow, so I hope this new Airvan will serve us better, even if it has space for only 5 gals.
Henceforth it shall be known as the Pain Delivery Van!
I sold the bikes to the gals for a discount, so they have a stylish way to get to Jack's town.


The Brainers hand me a summary about explosives. They explode, I know that. But thanks, anyway. The execution trophy is NOT for the captains quarters it seems. We can hand them in to Jack to get some goodwill. Enough goodwill and he'll sell us stuff. Who would have thought?
To make space for more worthy prisoners a drifter and a ruffian are dragged to the lab.


A Ratman Cache! But the tunnels are too small, maybe we should hire some Lokk'Naar. If only we could.

The brainers tell me about the military shotgun, a way better weapon than the domestic one, even if it can't use rubber pellets. Too bad they had to disassemble our only military shotgun and have no idea how to put it back together. Well, go and bother some tough guy, then.


According to the sniping summary sniping rifles are not for everyone, only gals who can shoot very straight should use. Funny, I thought with that huge ass scope even a child could hit anything it wants, but the brainers say that it is more complicated than that. Now they are off to molest a B-Boy.


Ah ... now we are talking! Slaves will be a boon for our hideout!
Spoiler (click to show/hide)


I order a few of the prisoners to be turned into slaves to see how that turns out. Oh, btw, we stopped the X-Grog production at the beginning of the month and startet making Chateau, more money in that as long as we have apples.

The Tough Guy tells us about home. Ghost Gates is a place I would have left as well though, so we might just send him back to his family.
Spoiler (click to show/hide)



Title: Re: X-piratez succession game
Post by: Rince Wind on July 20, 2019, 06:43:25 am
"Hello hello, this is Captain Rina Wind speaking. We found your village and will proceed to rob and plunder. Please proceed to our craft in an orderly fashion and with your arms raised. Or else!"

...

"Well, or else it is, it seems."

We found out about this ratman village, and so we are doing a reverse pogrom. Reverse because we are the good gals, of course.
Coconut shoots a cute dog AND I AM NOT USELESS!
I hack some ratman apart with my axe.
Spoiler (click to show/hide)

No, I am not insecure. I just killed a ratman, why would I be insecure?


Coconut is wounded by someone in a building, but our resident peasant kills the offender. Coconut herself really doesn't like dogs today and kills a second one. Or maybe because it is because she has the best long range weapon and could actually hit him.


Aww, while I kill the ratman leader the peasant is killed.


Some more rats die but one manages to hurt Plain Nightshade (she is one of the new recruits I hired) so badly she falls unconscious.

Coconut (who has switched to a domestic shotgun with rubber bullets) saves her and makes sure we'll be able to properly torture the shooter.
Rubber bullets are pretty good against these rats.
Spoiler (click to show/hide)


Really good, the last one falls to her as well. All three prisoners and two dogs are her doing. So she is almost the MVP her. But I killed the boss, so there is that.
Spoiler (click to show/hide)


We lost a peasant (and a decent one at that, including today she had 7 kills!), but other than that it went pretty well. Ok, two wounded, but that comes with the territory.
We got some old guns (sold the flintlocks immediately), a big purse, and quite a few apples!


A Drifter tells us about Mutant pogroms. He is no mutant, so the only way he would know so much about it is ... well, that seals it, we'll kill him.
Spoiler (click to show/hide)


We've also read a gun almanac, and this months episode featured a great centrefold of a beautiful gal with big umm... grenades?
Oh, and some fluff text about UAC Chainguns.
Spoiler (click to show/hide)


Light Machinegun, Scale Mail and we ask the Brainers about the deal with the tiny drill. It is NOT a sex toyk I can say that much. How do I know? Well ... hey, I just know, ok? Oh, also someone is looking through the recon expedition papers.

Huh, tiny drill was fast, and it has something to do with that old hunk of a ship hall that is taking so much space.
Spoiler (click to show/hide)


And while some peasants undertake some milita training we of the Pain Delivery Van are out and about to help some poor shipwrecked party (to their grave or our cells.)

I am the first to see someone that is not us, and she keeps mumbling about church and warmaiden stuff. Our peasant illuminates her with an arrow and damn! She is tough! She wounds me and a short while later Cemetery Ivanka (the other new recruit). I am fine, but Ivanka is heavily wounded.
Azura finally shoots her down and needs the whole drum for that. And she assures me that every shot hit!
Spoiler (click to show/hide)


She bleeds out quickly. Too bad.
A priest comes and wonders what all this shooting and fire is about (remember, the church likes fire!), and he falls to my pistol. Bleeds out just as quickly tough. Inbred thinbloods!
Spoiler (click to show/hide)


A gal in underwear is next, I try to knock her out, but her head is hard as a rock, I swear! Azura has to shoot her, while I get out of light.


We sneak around the fire and Salty shoots, then knocks out and bandages a Church Matron.


The rest dies as well. We try to capture them, but don't want to risk too much doing so.
Some wounds, but no deaths, I call that a success. I will accompany Ivanky to the medi...mess hall, not that I have to, I am fit to fight, but it was I who lead her into this, so the least I could do is pretend that my wound hurts as well.
Spoiler (click to show/hide)


We capture the matron, a self charging laspistol and some other stuff, but nothing really remarkable.


I am known as a veteran now, though, does that improve salary ... no? Well, asking is free.


Someone tells us about the light MG, so I quickly stop the brainers from disassembling the one we have!
Spoiler (click to show/hide)


The expedition obviously went to Cali Republic, the most TV Nation on earth. They do have a similar leadership selection process as we do, just our captains don't get killed after ... ... well, at least not intentionally.
Spoiler (click to show/hide)


The possesed sarge is a bit boring, to be honest:
Spoiler (click to show/hide)


Ratmen are midgets, thanks captain obvious!
Spoiler (click to show/hide)


But they have contacts with the smugglers? Why don't we?
Spoiler (click to show/hide)


We research Intricate Gunsmithing, Hellerium Charm and !Bandit Business!, and we interrogate a ruffian, a sharp guy and the church matron.


Sharp guy really is sharp, he knows about some courier mission the bigger factions undertake.
Spoiler (click to show/hide)


The brainers take a six shooter apart, we have enough of those.


Our "home gouvernment" has lost some agents in Konstantine! We're glad to help.
Let's see how the gals fare without my glorious leadershipt, I am still comforting Ivanka.


Ballers, and we can take out the first ones pretty easily.
Spoiler (click to show/hide)


The street is well lit, so two gals try to secure it together. That guy in the house only has a ball bat, so he has to come close.
Spoiler (click to show/hide)


He tries, I'll give him that, but he also dies.
The current peasant gets surprised by another ball bat wielding baller, but can pacify him despite her wounds. We do have a bit of a problem here though, because these guys keep waking up.
Spoiler (click to show/hide)


They manage to put the peasant to sleep and wound Azura a little while the others look for the one who is left.
They see something moving and follow it, but in the end he turns up at Azuras. She has had some beer to keep standing and running and sometimes knocking out, but she can slap him a few times and then carefully cut him up, but not too much. And the peasant wakes up just in time for the cleanup and the carrying everything to the van. Perfect!
Spoiler (click to show/hide)


So, we can get most of them home, only one is dead. We give one of the agents back to the gouvernment for a tasty 80k, but tell them we couldn't find any more of them. The brainers will want to talk to one.
Spoiler (click to show/hide)


The booty isn't very good, these ballers don't have much in the way of equipment.


The six shooter is neither good nor bad, but a bit boring.
Spoiler (click to show/hide)


It is the 16th of July by now, and we have found a church bootcamp!


---------------------------
This is as far as I played yesterday.




Title: Re: X-piratez succession game
Post by: Robsoie on July 20, 2019, 10:08:07 am
Have you kept the airspeeder ?
I bought it mostly to try to shoot something for my character "story", unfortunately by the time i finally got some missiles (seagull) available there was no ufo appearing until the end of my month, i planned to resell it before doing the save but i just forgot, so if you want the money (and free hangar) for something better, don't hesitate to sell it.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 20, 2019, 11:44:00 am
So generous of you to play nurse for poor Ivanka!  Glad you weren't seriously hurt :P
Shame about Robsoie though ):

Mmm, I wants that LMG.  IIRC it's heavy as balls but is the kind of "more dakka" heavy weapon which strips armor and does a lot of damage, and isn't *that* inaccurate if you kneel or get close with it.  Sexy sexy armor-buster and cover-destroyer.  Who needs explosives, I say~
'Course I'm just a runt, but maybe I will have been working out *hic* you don't know!!

Edit: Also, glad Coconut Monkey survived so far!  She was a big help in my turn.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 20, 2019, 01:23:49 pm
I am still at work, so I can't look now, but I think we don't have any decent craft weapons apart from the launcher.

Ww should have a new gal joining soon, I just ordered a rare earth element. So we could upgrade a runt to proper gal. Again!
Title: Re: X-piratez succession game
Post by: Egan_BW on July 20, 2019, 04:34:16 pm
Guess I'm PTWing this. Maybe I'd ask for a turn, but I should probably actually play the game normally at least once first, hehe. >_>
Title: Re: X-piratez succession game
Post by: Rolan7 on July 20, 2019, 05:00:17 pm
Hiya!  Yeah this total conversion is a lot harder than vanilla X-COM I'd say.  It's honestly weird playing it Ironman.  We're ramping up in power, to the point that we can actually replace our losses :P  Peasants may be roughly equivalent to X-COM recruits, but a lot more is asked of them XD
Here's the game, version J15 (http://www.mediafire.com/file/7dbzokabazyvhn2/Dioxine_XPiratez__J15.rar/file) (from the Discord, I always forget there's a forum.
Here's the Bay12 OpenXCOM discussion thread (http://www.bay12forums.com/smf/index.php?topic=135455.msg7997509#msg7997509) which is mostly X-Piratez talk, specifically a discussion about early game strats.

Nngh I'm starting to really worry about my skill on the Battlescape.  But I'm sure it'll be okay, we've got growing cash flow and our base should be relatively safe from assault due to doggos.  For now, obviously.
Title: Re: X-piratez succession game
Post by: Iduno on July 20, 2019, 11:29:55 pm
Nngh I'm starting to really worry about my skill on the Battlescape.  But I'm sure it'll be okay, we've got growing cash flow and our base should be relatively safe from assault due to doggos.  For now, obviously.

I also rely on being better equipped than my opponents to make up for being generally terrible at the tactical bits.

I can't wait to go into a dark sacrifice and get jumped by half a dozen canny gals in ironman. That's almost as bad as finding out you're looting a temple full of zombies. I think there are 2 funky zombies and at least one strix in that mission, which is why I like to make a save before starting the mission in my personal game.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 20, 2019, 11:38:34 pm
Heh for me I feel like it's usually "Medical Experiments" missions which turn out to be zombies.

Honestly though?  If I get a mission against Canny Gals here?  I'm probably going to skip/flee it.  Their camouflage is a B.
Same for ninja gals.  They aren't so bad with 5-turn autosavescumming, but I fear them.  Their camouflage and their blunderbusses.

Moonshine thoughts.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 04:35:36 am
You did not run from Ninja Gals. :P


Edit: Ok, why did you have to bring up zombie missions?
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 05:24:20 am
I send the Gals (and a peasant) to the Boot Camp. And my battle plans, with those they shall prevail!

They land and the enemy is nearby. The Gals run out to clobber ... wait! that was not part of my plan, what are they doing?
Bewitching has rubber bullets, btw. They are not very effective.
Spoiler (click to show/hide)


But the gals make it back into the van without a scratch (now THAT is part of my plan!), and by now a few neophytes are dreaming of busty gals. Dirty bastards!
To keep up the morale and to make things faster (it is really fucking hot, the gals keep complaining over comms) they start killing some of the opposition, and the peasant does er job admirably, by setting the world on fire, thus revealing our enemies.
Spoiler (click to show/hide)


Indifferent is shot down! She survives though, but in this heat she can't stay on her feet with her wounds, so she dreams of battles to come, this one is over for her.
Pant-On-Head delivers shrapnell with a well placed grenade that takes out two and wounds another and Salty is a mean killer with her heavy shotty, but doesn't forget to use her handle occasionally either.
Spoiler (click to show/hide)


A shrine maiden goes insane. Well, why DID she walk into the fire? It is entirly her fault.
The first neophytes start going crazy as well, and Pants, who ran out of ammo and took the weapon of a fallen foe, clears the north, ...
Spoiler (click to show/hide)


... while Bewitching is closing in on the house, giving out bullets and bandages (she ran out of both, but our hosts provided replacements).
Spoiler (click to show/hide)


A priest jumps from the roof ...
Spoiler (click to show/hide)


... and is promptly subdued by Salty.


That leaves Pants, who now has two enemies. But she elegantly evades the blade of the matron and shrugs off the bullets of the guy.
Spoiler (click to show/hide)


Then she proceeds to shoot them both. The neophyte even survives!

That were the last of them, lots of experience, and a couple decent weapons, among them a Panzerfaust! Even if they did not follow my plan (like, who would plan stupid things like getting a gal shot?), that was very nicely done!
Spoiler (click to show/hide)


We need to sell 10 prisoners which nets us almost 300k.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 05:43:22 am
A ruffian tells us about his favourite gun. He's very conservative.
Spoiler (click to show/hide)


Also !Bandit Business! basically just means that we destroy their business, and their towns.
Spoiler (click to show/hide)


Another Ratman and Savvy Girl are next.


We can't produce the newly researched scale mail for lack of scales.
Spoiler (click to show/hide)


The Church Matron ...
Spoiler (click to show/hide)


... tells us about Stasis Pods. which might or might not contain naked gals.
Spoiler (click to show/hide)


The brainers shall break apart a blackmarsh pistol and interrogate a neophyte.


We also finally recruited the castaway gal, and she calls herself by the very piratey name Ham-Fisted Rolan7, at least for now. She is decently strong and has expressed a love for LMGs, but because this world is cruel we only have the gun, no ammo for it, not a single belt. And we can't buy or produce it either.
Spoiler (click to show/hide)


Hellerium Charms make everything better!
Spoiler (click to show/hide)


The ratman has some pretty suspicious knowledge about church operations.
Spoiler (click to show/hide)


And the Blackmarch Pistol is decent, mostly because of the large clip.
Spoiler (click to show/hide)


Snubby, another ratman and camouflage are next.


We get some heavy weapons summary: they are heavy. Thanks, now brew yourself a wisdom potion. In a canteen.


The Savvy Girl tells us about emeralds and how they are much better friends than diamonds. I think she is crazy, but at least they have a similar color to the healthy sludge under the hideout.

The Snubby is an ok revolver.
Spoiler (click to show/hide)


For some bestiality we are researching beastmen and beast den now. Really, that should be one thing.


And then, finally, something else but endless reports by naked brainers. It is always so hard to concentrate on what they are trying to tell me!
Zaxx wants us to get rid of some priest. And so we shall.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 06:06:08 am
We arrive next to the temple of mammon. I am back, I think Ivanka can cope now. And I am the first to knock out some not-so-tough guy at the side entrance.
Someone shoots a girl who runs out of the temple not looking left and right and Rolan7 manages to knock out her first enemy as well, a B-Boy.
Spoiler (click to show/hide)
The Peasant secures the flank, as we know that someone is in that building on the other side of the square. If he comes out he'll have to step into the light.


The priest has a flame thrower, so we don't take any risks and Salty kills him. Two more fall to our weapons, one of them dead, and then Salty closes in on the last one, an Altar Boy. He goes down as well.
Spoiler (click to show/hide)


A flawless victory!
Spoiler (click to show/hide)


Not much to grab here, but we earn some money and some gratitude by way of tokens. Only much later will we realize the real prize here though: some durathread!


Ok, back to the brainers. At least this time it is only on the telly, as I am still in the van. A ratman talks about his favourite food and just won't shut up about it. What the hell is so special about mutant eggs?
Spoiler (click to show/hide)


Well, at least we can and shall research post apocalyptic cuisine now.


While we are still on our way back Jack asks if we could help some Lokks. Sure, if we make it in time! After a couple of ours I send the speeder while the van is being refuelled, just to have a look.
Then we start and the speeder can go back.


With a little help from Rolan7 I am once more the first to take out an enemy:
Spoiler (click to show/hide)


And the 2nd as well! This time with deadly force though.
Fire makes out lives and shooting easier, so the peasant provides and Rolan7 kills. The boading gun is no LMG, but it'll have to do.
Spoiler (click to show/hide)


Two more try to sneak up on us! Salty subdues one and Pants kills the other!
Spoiler (click to show/hide)
Yes, someone is wounded, but no one important.


Together we take down the last of those bastards. Thought you could hide by that shed, didn't you?
Spoiler (click to show/hide)


Jack is happy, we are happy, only one wounded against gals that claim to be our equal (hint: they are not). More that half the Lokks are happy as well. Having a captive ninja is also an important step to some in-house training, the brainers claim.
Spoiler (click to show/hide)

Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 06:32:00 am
We get word of a sister who is being held in a brothel. While we wait for night to fall a neophyte tells us about ressource extraction. I don't really get it, why do all that work when you can just rob it? Anyway, the brainers descend on the ninja gal like ... I really don't know like what.


Oh, the Mutant Alliance wants us to kill some humanists, and I think we still have the time. Only two of that assholes are here, one gets knocked out, the other commits suicide by reaction fire.


Then it is time to leave for the brothel.

We land close by and I have a cunning plan.
No, not killing everyone with grenades, but those three really didn't want it any other way by standing so close together. And yes, I threw one right between all those feet of theirs.
Spoiler (click to show/hide)


No, my plan hinges on the two gals that sneaked up around the building. One of them carries a big hammer.

They make it inside and find our future comrade!
While Salty takes her outside Pants makes sure no one is following us. Down goes a highwayman.
Spoiler (click to show/hide)


And really this is the point where I change my plan and decide to raid the whole complex. We others secure the street and try not to kill those hoes (too much) and our two sneaky gals go all in.


Works out pretty well! Inside they hit everyone with handles, and Rolan7 shoots rubber bullets all over the place before we run out and hit the last hoes standing.
Spoiler (click to show/hide)


Lots of prisoners!
Spoiler (click to show/hide)


We have to sell some, so I sell mostly neophytes. They don't know much and can't be turned into slaves, and 20k/each is still nice.


The brainers come up with the concept of camouflage. We kind of do that already, hiding in the dark, striking into the light, but they say we can still improve.
Spoiler (click to show/hide)


To that end they want to invite some professionals, and I see no reason to deny them, so they are off to recruit Lokk'Naar.


A day later it turns out the brainers took the wisdom potion literally. Well, I am not complaining!
Spoiler (click to show/hide)



They also give some reports about the beastmen population. Clueless, but there are lots of them.
Spoiler (click to show/hide)


It seems the Ninja Gals already know about camouflage!
Spoiler (click to show/hide)


Also about Poison Grenades.
Spoiler (click to show/hide)


We ... research more stuff, but a runt ate the documentation.


I also order a new radar (did we really have to sell it?) and a 2nd extractor build. Why do we have a speeder with missiles if we have no way to detect ships?


I try my luck at the slot machines, but it really isn't my day, so I stop after 40 tries.
Spoiler (click to show/hide)


No, I'd rather accompany the gals to some academy hideout where they conduct experiments.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 07:34:49 am
We land close to the compound, hide behind some hill and then ... some ugly monster kills Pants, but doesn't kill her, she is still standing there, looking very dead and very angry. At us!
We fire at the beast, but nothing seems to scratch its hide, not even my axe. The Academy has some truly horrifying guardians, and we decide to leave while we can!
Spoiler (click to show/hide)

RIP Pants!


The beast den is a thing where we can house beasts and some other stuff. Not very exiting.
We research camo paint and Lokk'Naar and Narlocks, and interrogate the humanist and a highwayman.


To get morale up again I organise a shambler hunt.
Mermaid and Indifferent shoot one unconcious that was too curious and ran towards the van as soon as we landed.
Then we form a firing line and slowly walk towards the other one.
Spoiler (click to show/hide)


Good reactions training, too bad he dies in the fire.
Easy, but that was kinda the point of the endeavour.
Spoiler (click to show/hide)


Our brainers briefly turned into cooks, and they are not half bad at it!
Spoiler (click to show/hide)


They also managed to convince Jack that we should be able to hire some Lokks.
Spoiler (click to show/hide)


Humanist Activists are assholes. Damn purebloods!
Spoiler (click to show/hide)


He keeps telling us how he wants to incinerate us all. The brainers learn a lot about flamethrowers by doing that same thing to him.
Spoiler (click to show/hide)


Lokk'Naar and Narlocks is just some boring old stories.
Spoiler (click to show/hide)


The Highwayman tells us about the Magnum, now that is a proper revolver!
Spoiler (click to show/hide)


I have the brainers read a gun almanac, interrogate a hoe und research durathread, a Lokk Armor, and the humanist trophy. I bet we can exchange that as well!


Intricate Gunsmithing gives us the clockwork gun. It shoots flintlock balls, all three of them at once. Unless someone really wants to use one i'll ignore this thing.
Spoiler (click to show/hide)


The trophy can be exchanged, indeed! The brainers cut apart the shambler corpse and develop a flintlock rifle. I don't think this is a good idea, but they say it'll be an important step towards building our own ammo.

And with that the 1st month of my reign is over!
We still need to take some of our cash to pay for everything, but is is looking pretty decent.
Spoiler (click to show/hide)


The brainers immediately finish things as well, camo paint, which is really just some green and gray paint.
Spoiler (click to show/hide)


And the gun almanac has great pictures of Gals with guns again. I order the centrefolds to be displayed in the mess hall.
Oh, and also a pretty dry article about the R-Rifle.
Spoiler (click to show/hide)


The reading gal can read some scriptures and the other one can disassemble the self charging laspistol. She promises, the results will be very important. Or rather the resulting research possibilities, but she only manages to convey those details after the gun is irreversibly damaged.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 07:37:21 am
Did we decide on a codex? Because I should be able to use the drill once we have the 2nd extractor running. Though workshops aren't that far off now that we have durathread in the pipeline, so maybe we should just not hire runts and then build over the extractor.
Title: Re: X-piratez succession game
Post by: MCreeper on July 21, 2019, 08:01:51 am
If only i knew what exactly each one provides.  :P
Title: Re: X-piratez succession game
Post by: Robsoie on July 21, 2019, 08:08:45 am
Nice trick with the hammer, i always forgot those things for making my own entrances.

What each codex provide :
https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez) (https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez))

(edit  : fixed the url )
My only codex adventure was with the Red one, mostly because of the Scorpion ship that it will unlock, this ship special ability is that it spawns the enemy closer to it so you don't have to look for them for too long on some maps.
But in the same time this ship can be a bit dangerous to use, because it has some opening that provide no cover if your landing zone is a bit too hot.

But i'm open to any codex anyways, they all have their own advantage.

Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 08:28:53 am
Red one is basically brute force, gray is voodoo, green is healing and gold is an allrounder. VERY basic description. All of them provide unique voodoo stuff.
Title: Re: X-piratez succession game
Post by: MCreeper on July 21, 2019, 09:01:10 am
I'd say red, just because i got gray in my first playtrough and going for gold in second.  :P
Title: Re: X-piratez succession game
Post by: Rolan7 on July 21, 2019, 11:08:51 am
Hmm from what I can tell the votes are:
Rince Wind: Green or Gold
MCreeper: Red
Idunno: Grey
Rolan7: Green

Technically green is winning, and I think it's the safest choice with its high capacity ships, but I'm more than willing to have random.org decide.  I've never tried gold or red.

And sidenote, I usually put my first base in almost the same spot (old XCOM habits I guess) but a little farther south, and named it Corpsica :P
Title: Re: X-piratez succession game
Post by: Robsoie on July 21, 2019, 11:26:48 am
Let's go with Green then :)
Title: Re: X-piratez succession game
Post by: E. Albright on July 21, 2019, 03:10:38 pm
Did we decide on a codex? Because I should be able to use the drill once we have the 2nd extractor running. Though workshops aren't that far off now that we have durathread in the pipeline, so maybe we should just not hire runts and then build over the extractor.

I suddenly feel very dense. I've consistently forgotten that it's possible to have more than one extractor every time I've played this.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 03:59:37 pm
The Shambler Carcass is cut up, and I find out that we can already butcher the live ones, as they have been studied. Off we go, then!
The brainers want to develop some kind of rotogun, the first scetches look more like childrens drawings of what could be a gatling gun made out of bits and pieces. The brainers assure me that that is exactly right.


The Lokks need help. Again.

With our tried and true tactic of illuminating the field by way of bow armed peasant we manage to kill and subdue all ninja gals without taking a scratch.
Spoiler (click to show/hide)


We do NOT get any apples though.  :'(


A hoe tells us about a slave, which for some reason allows us to think about running our own brothel. Sounds good to me. (-> pimpcraft)
Spoiler (click to show/hide)


Slave soldiers could be researched as well, but I'll delay the decision (I totally didn't forget this. Nope, definitivly not.)


Ahhh, another Academy complex. This time we'll go in the daylight, I don't want to meet those things in the dark again.
That gives us enough time to  kill some traitors.
Unfortunatly they also manage to kill our peasant. And lightly wound half the gals, but whatever, it won't take them long to recover. The traitors on the other hand, they'll recover in traitor-hell.
2 Highwaymen accompany us on our way home. They are too badly shot up to be of any entertainment right now though.
Spoiler (click to show/hide)


Durathread is some nice stuff! The brainers should try to find out to work it ASAP.
Spoiler (click to show/hide)


The Lokk Scriptures are about some Snake Queen. Not a pirate, so she can't be terribly important. The Assassination trophy is next. Seems like Jack wasn't the only one who had this idea.


4 Lokk'Naar arrive, fresh from ... whatever it is what they do when they are not pirates.
The Experiments are on the other side of the globe, so I kinda forget about them for a while, nothing to do with me not wanting to confront those monsters again, though. That gives the brainers time to show me the prototype flintlock rifle. It is basically a primitive sniper rifle. We don't have any proper ones, but I am not convinced. Maybe someone else will like them enough. The assassination trophy can be exchanged for favours from the Alliance, to absolutly no ones surprise.
More Lokk Scriptures, and the RCF Carbine now. I was told if we take apart enough different guns someone will start selling us guns. I know, that sounds wierd, but what on this hellhole planet isn't?


We almost make to an Aircar Race with the speeder, but there is no price for 2nd place.  We could make slayer armor for our Lokks now, if we had chitin.
Spoiler (click to show/hide)


Next we take apart a UAC Carbine.


On the 7th of August the radar is operational! We send the speeder after quite a few crafts, but I don't want to waste those expensive missiles on civilian craft.


The next scriptures are about a man made of paper. I don't believe a single word and the brainer should go to the Alliance because we have enough tokens for Mutant Martial Arts.


I forgot to take a picture of the self charging laspistol, but the name is pretty self explanatory. We can now try to find out the truth behind the rumors about advanced weapons. But we don't, because the brainers can't think straight and forget the new possibilities as soon as they see something shiny. And I have no idea what their their definition of shiny is.
Anyway, scrap ... I mean Rotogun and UAC Carbine are finished as well.
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Also Mutant Martial Arts, which is supposed to be important. But we are still missing things.
Spoiler (click to show/hide)


I want a SMG Summary (no, I don't, but whatever), the brainers try to clean a rusty niner (should let the runts do that, they actually know what they are doing. Trust me on this one, I used to be one.), find out about smoke grenades and interrogate a highwayman.


Then, finally, we make it to the academy outpost.
It is not that scary during the daylight hours, and no monsters in sight to boot. Maybe those are only active at night?
We start by taking out a guy in a pyjama and knocking a nurse out.
We want the medic alive, so some of us sneak around a hill under my leadership to get at her.
Spoiler (click to show/hide)


Success!
Spoiler (click to show/hide)


Ugh, we have a noob with us, and she was some kind of couch potato before. She can barely walk for a couple seconds without loosing breath. She is thus completly useless in close combat.

Rolan7 is lightly wounded, but we manage to capture more academics.
Spoiler (click to show/hide)


The new gal I talked about? She is useless as a shooter as well. How can you not even scratch the researcher from there?
Spoiler (click to show/hide)


That is a blatant lie! A lie I say!
Spoiler (click to show/hide)


The last few researcher are subdued and we can wrap this up. No serious wounds on our side. No monsters on theirs.
Spoiler (click to show/hide)


We are one medical supply closer to a sickbay, managed to free some poor sod and have a medic (and assortet other people). Said poor sod is wanted for questioning by the brainers. Well, life is tough.
We sell some prisoners to make room for the new guys.





Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 04:42:41 pm
Next we are off to hunt some giant spiders. I was told they have a nasty poison, so let's try to not let them close.
Ok, maybe this one. It looks cute and the brainers probably want a live one.
Spoiler (click to show/hide)


I ... was a bit over enthusiastic and didn't make it back into the van on time, had to wait for the door to close and then open again. But I managed to evade the spider, and we shall bring this one home as well!
Spoiler (click to show/hide)


Shortly afterwards it is time to leave the van for good (well, at least until the spiders are dealt with), the last ones don't seem to want to come closer.

Doesn't matter, we kill and wound them anyway.
The govs make US responsible for the death of 3 civvies. As if they would have survived if we didn't come. Bah!
Spoiler (click to show/hide)


I have no idea why we would want to produce porn, but we can pimp hoes now.
Spoiler (click to show/hide)


We also know how to work durathread. Not that we have any.
Spoiler (click to show/hide)


The RCF Carbine is pretty low lowered for a rifle, but even Lokks can carry one.
Spoiler (click to show/hide)


The durathread thing has inspired the brainers and they think we need a better place to produce stuff, aka a proper workshop. They are not sure about the wallpaper yet, and think it will take some time choosing it. They also take a look at dead and living spiders.


It took two of you HOW LONG to clean up this niner?
Spoiler (click to show/hide)


Go disassemble an assault rifle. But don't try to clean it, please.


Smoke grenades can be handy, but I forget to order some.
Spoiler (click to show/hide)


Prison space is scarce, so we interrogate a hoe instead of letting her work for us.


SMG summary summaries SMGs. And the Highwayman tells us about one of them, the Tommy. Funny name that is, but that thing is heavy. Not bad, but I am not really into those big 2-handed SMGs (with some exceptions).

All three brainers look for advanced weapon rumors now.


The hoe just sings us a song (In the Hideout, #34), but the living spider reveals interesting details about animal poison.
Spoiler (click to show/hide)


That leads to more ideas about poison and acid, something the brainers pursue immediately. They also interrogate the experiment victim.


We open a prepper box, I think we got it from the humanist nazi scum. Guess they didn't make it to their stash in time when we arrived.
Spoiler (click to show/hide)


The giant spider carcass reveals that they use poison (no shit!) which does some nasty bio damage and that they have some, but not much, natural armor. The brainers shall interrogate a researcher.


The experiment victim tells us about evil grass and then dies. Oops. I guess we can free them to get some tokens from the Alliance from now on?


Let's interrogate the medic now!


Assault rifles are decent allrounders, and with AP ammo they can wound even moderatly armored foes. Nothing special either, solid and a bit boring. Integrated devices next.
Spoiler (click to show/hide)


The rumors seem to be true. I WANT!
Spoiler (click to show/hide)


Durathread armor is next, and I want to see the centrefold of the new gun almanac!


We have some money, so I decide that a new hideout is in order. They are to be named after famous woman-pirates, yes? I shall name this hideout Rina Wind ... what do you mean "no!"?
I AM famous. Do you know who I am? See, that is proof right there!
Bah, what do you mean "piratesses of yore"? When was this yore? Oh, before the star gods came? Damn, that is the mythical age or something.
Oh well, if it can't be named after me, we shall name it after the famous central provice pirate that you just told me about and that I had never heard about until now. Famous my ass!
Spoiler (click to show/hide)
Ching Shih (https://en.wikipedia.org/wiki/Ching_Shih)


At least the location fits, I guess.
Spoiler (click to show/hide)


The gal in the gun almanac has 4 arms and a gun in each one. I think I'm in love!
(Yes, she misses legs, who cares?)
The brainers insist we all read the stats of the assault smg. They are boring.
Spoiler (click to show/hide)


Spider Silk that came out of the dead spiders shall be next.


And then the extractor is done and after some discussion we decide to put the drill in the green hole.
Feels good!
Spoiler (click to show/hide)






Title: Re: X-piratez succession game
Post by: Rolan7 on July 21, 2019, 04:55:27 pm
Nice, Ching Shih!  I guess that's better than Ro Land or something :P
(The link's backwards though, and some screenshots are missing)

Also owie ow ow I hear the reaper coming for me, I better go back to the still- what do you mean "just a scratch"?  I could have died!
Fiiine.  Crumping heads is pretty fun, I have to admit.  And this "boarding gun" does quite well for now, much appreciated!  We must appreciate the dakka we have, even as we acquire more and more.  Only a fool demands "enough" dakka.
Title: Re: X-piratez succession game
Post by: MCreeper on July 21, 2019, 05:03:16 pm
Sure it's still under two months?  :o 8 updates, and still not finished?
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 05:05:49 pm
I still have almost 170 screenshots. Took too many!
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 05:49:03 pm
The academy medic reminds us to drink enough, especially when we run around a lot (#63). Other than that she is a rather tough bastard, but she agrees to work on mutant origins with us.
Spoiler (click to show/hide)


Poison and Acids lead to some fun stuff, and I have to poisoned daggers produced. Forget to put them in the van, though.
Spoiler (click to show/hide)


We can and shall research cannonball o'acid (some time ago I ordered a new assault cannon and some cannonballs of all kinds, just in case).

Researchers aren't anything close to our brainers, they are more like regular pureblood women with a fancy coat. She also tells us that less clothes=more voodoo. As if she'd know. (#89)
Spoiler (click to show/hide)


Integrated devices are part of all academy clothing, and they lead us to electrics and electronics.
Spoiler (click to show/hide)


Spider silk is not very useful right now, maybe later.
Spoiler (click to show/hide)


Other than that we also drag a highwayman into the lab.


We ran out of apples! This is Jacks fault, his Lokks didn't provide any even though we helped them. Damn!


Oh, and a new Ratman Cache/Cave. We have 4 Lokks, so let's find out what is in there.
[Never did the mission beforehand, so I was curious as well.]


Well, ratmen are in there, by the looks of it.
Spoiler (click to show/hide)


The Lokks kill quite a few of them and fight our way to this special looking room.  The thing in the back could be a door, so one of them hurries back to the stash to grab a pickaxe.
Spoiler (click to show/hide)


Or not? It seems some rats sneaked past and now occupy the exit.
Spoiler (click to show/hide)


Brave Rune kills them all though. 3 tried to get between her and a pickaxe, none survived. Turns out we don't even need the pickaxe, as those were the last ones.
Spoiler (click to show/hide)


5 Golf bars and a bejeweled cross are worth quite a bit, if we ever need that money quickly. I think the cross can be sold anyway, but I am waiting until a prisoner tells us about it. Yeah, I am weird like that.


Acid Cannonball can be quite handy if we ever need to strip someone of armor now.
Spoiler (click to show/hide)


Let's interrogate another researcher, it is always funny watching them stare in awe at our lab.


Sounds hot, and it is already summer, I think I'll pass.
Spoiler (click to show/hide)


Durathread armor is pretty decent, but we lack durathread.
Spoiler (click to show/hide)


Haha ... wait, you are serious? We were once purebloods? Well ... good thing we evolved then, I say!
Spoiler (click to show/hide)


A highwayman tells us about the police shotgun. It is pretty accurate, but slow. I'd rather have a military one, but we had no such luck so far. Other than that it is a shotgun, duh.
More interesting is the electronics stuff.
Spoiler (click to show/hide)


It leads to weed plantation, data mining and overcharged radar, but we don't have time for that now, the green codex wants to be read, Dr. X wants to be found and we need to display our superiority by examining ourselfs.


We also need to help some Lokks, again. This time against raiders though. But I think that was a spelling mistake, Jack surely meant riders.
Spoiler (click to show/hide)


Reapers burn pretty well.
Spoiler (click to show/hide)


Another one dies to a WP Grenade, and then we have to try to get to some other cover. Like that shed. Because our weapons don't do much damage, and we can't throw our molotows that far.
We have to hide behind these bushes along the way. But it works out.
Spoiler (click to show/hide)


One dies to Azuras Blackpowder bomb, and the others close in on the van, so we have to get back to reach them argh!
Spoiler (click to show/hide)


Nightshade and Azura manage to miss these huge ass targets with quite a few molotows, but then, finally, kill one and scare the other enough so that he yields.

Most of the Lokks don't live to learn about the usefulness of cover. But that is quite ok, because they didn't have any apples here.
Spoiler (click to show/hide)


I AM BOSSGAL NOW!
And Salty Minna is Mistress.


Boom Fruits are fun!
Spoiler (click to show/hide)


Self examination: We are fucking awesome!
Spoiler (click to show/hide)


We can research Martial Arts now, and I think we do so, but things get a but confused as we are called to a pogrom.

Maybe that was a bad idea?
Spoiler (click to show/hide)


-----------------------------------
And on my last day as well. Damn.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 05:51:57 pm
Nice, Ching Shih!  I guess that's better than Ro Land or something :P
(The link's backwards though, and some screenshots are missing)

Also owie ow ow I hear the reaper coming for me, I better go back to the still- what do you mean "just a scratch"?  I could have died!
Fiiine.  Crumping heads is pretty fun, I have to admit.  And this "boarding gun" does quite well for now, much appreciated!  We must appreciate the dakka we have, even as we acquire more and more.  Only a fool demands "enough" dakka.

I don't always give you the boarding gun, some enemies just don't warrant the limited ammo we have right now.

Also the link should be repaired and the screenshots should no longer be missing.
Title: Re: X-piratez succession game
Post by: EuchreJack on July 21, 2019, 06:32:00 pm
Yeah, trying to stop the Pogroms is usually worth attempting, and then running away once you find out who's doing it.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 21, 2019, 06:40:52 pm
Deep ones can pogrom??  That's a lobsterman right?  They're even tougher than in TFTD, unsurprisingly.

Score-wise running away from a pogrom is a lot worse than ignoring it, but I think we're ready to take them on anyway.  The Humanists should fear us, not the other way around!
(Though I'm still afraid of their cars.  Not sure what our best option is for those.  Massed grenades and hope maybe.)
Title: Re: X-piratez succession game
Post by: Rince Wind on July 21, 2019, 06:48:18 pm
The first couple greenskins fall easily, we can even shoot them right from the start because they can't shoot back!
Spoiler (click to show/hide)


Some get close, but Azura watches over us with her huge sword.
Spoiler (click to show/hide)


We hear some fighting, and it is not only civvis dying. Someone even managed to make that blue lobster thing (IT LOOKS YUMMY) bleed.


There is a lull in the fighting, so we go out.
FUCK!
Spoiler (click to show/hide)


I can't even kill her killer, because I have more pressing things to do. We've seen that thing reduce someone to a puddle, it is freaking dangerous! Let's call it fartbag!
Spoiler (click to show/hide)


It falls to my axe, and Rolan7 subdues a green one that walked into the van.
Spoiler (click to show/hide)


NOOOOO, nobody cares about whatever her name was, but Coconut was one of our best, if not the best.
Spoiler (click to show/hide)


I get severly wounded but the first killer, Azura helps me stop the bleeding and then the lobster jumps from the roof, I can barely evade him [he actually displaced me, never saw that before!], but I can't evade his claws anymore. I go down bleeding.
Spoiler (click to show/hide)


Azura manages to hit and kill the bastard! Then she carries me back to the van. Good Gal! She proceeds to avenge Coconut while Rolan7 brings me back to my feet. But I am severly wounded and manage to not kill that bastard right in front of me. While firing both barrels, no less.
Spoiler (click to show/hide)


Rolan7 is hopeless with melee weapons and carries a cannon at the moment, but Azura rounds the corner just in time to put him down with her magnum.


Oh ... oh.
Spoiler (click to show/hide)


Azura can kill one as he closes in, but where is the other one? Anyway, we have more trouble coming.
Spoiler (click to show/hide)


I get hit once again, by a greenskin that comes into the van. Bleeding again. But Azura and Rolan7 safe me yet again!

By now the back door of the van is completly destroyed, we can't rely on hiding behind it anymore.


But the space behind the van keeps filling up with green bodies.


By now Rolan7 has exhausted our supply of ammo for the double barrels and the heavy shotguns are where our fallen comrades are. The Magnum is long empty as well, so Azura has an old six shooter, but she relies more on her axe anyway. Rolan7 goes and grabs his Boarding Gun. He has to use it immediately to dispose of yet another intruder into the van. And not just any intruder, a Fartbag that somehow managed to miss twice. Maybe it shot against the roof.
Azura on the other hand tries to axe a blue one, but has to retreat before she can finish the task.
Spoiler (click to show/hide)


He follows her, but the hits must have slowed him down!
Me? Oh, kill the bastard first, then maybe try and give me something to drink.
Spoiler (click to show/hide)


Two salvos from the boarding gun don't seem to do anything, but Azuras axe strikes true, and she even has the time to feed me some water. Good gal, but I repeat myself.


We (or rather Rolan7 and Azura) hear fewer and fewer enemies. One more blue lobster falls to the Axe, and Rolan7 decides that now might be the time to subdue a greenskin (the other one woke up and had to be put down.) Azura has her axe ready in case Rolan7 misses too much (she really needs to practice some close combat) ...
Spoiler (click to show/hide)


... but she needn't have worried.
It was the last one!


And I was so nervous wounded I forgot the winning screenshot. But there were around 46 dead enemies of which we killed almost 40. One lucky civilian even survived somehow. Even though most died, the gouvernments seemed to appreciate our performance and gave us a thumbs up. Good for them.


In her first mission against them Azura became a Bane of Depth Dwellers, which means she alone killed at least 15. Both her and Rolan7 are blood and black widows.


All survivors learned something and we finally got new apples!
Spoiler (click to show/hide)


RIP Coconut!
Oh, and Plain, I guess.
Spoiler (click to show/hide)


I am relieved of my duty, because this time my wounds are serious, I'll be out of commision for almost 3 months. 60 days reckons the nurse. That is no good, If I lead, I want to lead from the front. So let's have a vote again, or something. I really don't care, just give me more painkillers.


With that, one last research thing that popped up right after midnight: our search for the captor of the original founders yielded something:
Spoiler (click to show/hide)


As my last order I told the brainers to research the dead greenskins, so we can maybe butcher their corpses.


And with that, the usual report:
Spoiler (click to show/hide)



-----------------------
That was some pretty intense fighting at the end. I was tempted to leave, and would have if more bad things had happened. Didn't loose a single gal in two months, and then 2 on my last day. Damn!


Will add the save as soon as I can. Will probably need a new password first.
The next captain needs to hire people for the new hideout, the outpost was finished on the 30th or something, so I figured we save the money and I'll let the next one hire them. Some very basic equipment is at hand.
I also sold the speeder to buy something else, then remembered that the codex is close and we might have codex ships soon, so didn't buy a new ship.
We have warrior armor (I built 2, I think), but I am among those that don't really like it. It is ok for some missions, but usually I prefer speed. Or power armor. The sprints I did in the ratman raider mission would not have been possible with warrior armor.
If you need some more money, there is quite a few things that can be sold and I didn't touch the purses and money bags, so we can disassemble those as well. Also apples.


And here is the save: http://dffd.bay12games.com/file.php?id=14467
Title: Re: X-piratez succession game
Post by: Robsoie on July 21, 2019, 07:44:54 pm
congratulations on defeating that deep one terror mission, that was a very lot of green monsters in your screenshots  :o .

the warrior armor sounds like a death trap to me, slowing you down (even worse if you used a swimsuit and then go to warrior armor, huge loss of TU) and not that impressive in term of protection so you don't really feel it protects your gals actually more than a sailor outfit as you're getting hurt or killed nearly the same.

Title: Re: X-piratez succession game
Post by: Rolan7 on July 21, 2019, 09:03:26 pm
What a battle :o  I can't believe I survived that, but I trusted in your tactics and we got through.
melee is hard though okay, and they're so squishy and gross eww eww.
RIP Coconut :'(  She died as she lived, saving mutant butt.

I tend to leave newly-recruited warriors in their armor out of laziness, but that's backwards now that I think about it.  Newbies are the ones who most need the bonus EXP from sailor suits or swimsuits.  Warrior armor might be kinda okay for giving a bit more damage-reduction to experienced units, but it's hard to say.

Fielding swarms of militia-trained peasants in carapace armor was fun though heh, they're surprisingly resilient in it.  Not that that's an option yet.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 22, 2019, 12:47:17 am
Yeah, the one good thing about the bikes was, that you could give XP to more people.

Edit : just remembered that I did loose another gal, to the chryssalid. Well 3 is still not too bad.

Warrior can be nice against civvies, not much to worry about as long as they don't have iGuns or something similar. But I prefer to use Lokks with rubber bullet shotguns. At night they have a much better viewing range and can subdue them pretty well. And a proper pistol for b boys. :D
Title: Re: X-piratez succession game
Post by: Khan Boyzitbig on July 22, 2019, 06:29:19 am
ptw
Title: Re: X-piratez succession game
Post by: Iduno on July 22, 2019, 08:41:08 am
Nice trick with the hammer, i always forgot those things for making my own entrances.

What each codex provide :
https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez) (https://www.ufopaedia.org/index.php/Tiny_Drill_(Piratez))

(edit  : fixed the url )
My only codex adventure was with the Red one, mostly because of the Scorpion ship that it will unlock, this ship special ability is that it spawns the enemy closer to it so you don't have to look for them for too long on some maps.
But in the same time this ship can be a bit dangerous to use, because it has some opening that provide no cover if your landing zone is a bit too hot.

But i'm open to any codex anyways, they all have their own advantage.

Yeah, it probably comes down to the ships each gives, with some neat armor. Although the extra gifts are kind of interesting (7 data discs and a liber ocultus is nice, but we can probably use the 3 castaway gals in this playthrough, so it's probably good we did that one).

As long as we're going green, research the Scarab. The turtle is too slow and I think the worm is the one that hits you with hallucinogenic gas when you try to leave. The Bonaventura is also pretty nice for the gals who start in a good spot. Hopefully your snipers end up anywhere near the sniper exit instead of stuck in a crowd.


Oh, and lobstermen take almost full damage from stun rods/cattle prods. Something like 2 hits from a cattleprod or 3-4 from a stun baton to take one down. I think electric ignores some or all armor, so those are more than worth the effort of taking off nurses. We're probably seeing enough armored enemies to make it worth caring about damage types now.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 22, 2019, 09:34:40 am
Choking works great on them as well, so if you start close to them ropes are pretty good - or at least not as terrible as in all other situations.

The Scarab is not really a troop transport, only has space for 4. It is more like a heavy interceptor, or a damage dealer with its +32% boost to weapon damage.

I think you can learn to explode the gas on the Worm from the inside, then you only have a smokescreen.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 22, 2019, 10:21:57 am
The Turtle is slow, but it's also underwater-capable!  I only found out from the Discord, as the description doesn't mention it.  I used the Blowfish for quite a while, which is basically the Turtle but worse in every way.  12 crew, 2 aux is niiice.

The Worm is twice as fast I guess, but only 9 crew and I don't know how the hallucination gas works.  I used the Scarab a bit as an interceptor and it seems very solid, tough and I think that weapon-boost pairs well with the free charger-laser.
Title: Re: X-piratez succession game
Post by: Iduno on July 22, 2019, 02:45:35 pm
Yeah, the Scarab would be an interceptor, hopefully running with the crab.

It looks like the point difference between capturing and killing is really variable. I saw as good as 30 points capture and 12 kill (including looting the bodies), and as bad as 20/18. I imagine it would be higher with civilians you've researched, because 10 points for capture is better than negative for killing.

Title: Re: X-piratez succession game
Post by: hector13 on July 22, 2019, 09:45:36 pm
Pretty Terrifying Women
Title: Re: X-piratez succession game
Post by: Rince Wind on July 23, 2019, 11:35:35 am
The Link to the save is in the last story post, btw. (just saw that it wasn't linked in the OP)
Title: Re: X-piratez succession game
Post by: MCreeper on July 23, 2019, 02:32:05 pm
One guy sells all muskets, second buys some more. Succession games! I would say the same about getting absolutely unnecessary workshop orders out of the list, but i'm not sure if i did this there. Also, infinite\sell grog production, infinite\sell moonshine production, but no infinite\sell cider production. Fun!
Title: Re: X-piratez succession game
Post by: Rince Wind on July 23, 2019, 02:42:40 pm
Infinite sell chateau was canceled when I ran out of apples. ;)
Title: Re: X-piratez succession game
Post by: MCreeper on July 24, 2019, 12:37:38 pm
I should have jsut skipped the turn when i realized i don't want to do it. It was just two missions, and i already have 6 gals killed (last of original gals included), 2 heavily wounded and two betrayer achievments. Second mission was a crackhouse, no less. Ivanka is somehow alive and unwounded, though.
Title: Re: X-piratez succession game
Post by: Robsoie on July 24, 2019, 12:43:04 pm
It reminds me the last landed ufo mission i had on my current personnal run, i thought i could maybe take out those mercenaries... turned out the gals didn't stood a chance.
The less i can say is that it was a good idea to not play on ironman :D
Title: Re: X-piratez succession game
Post by: Iduno on July 24, 2019, 12:52:34 pm
i thought i could maybe take out those mercenaries...

"I need the plasma weapons anyway, and I'll only need to take out a few..."


I should have jsut skipped the turn when i realized i don't want to do it. It was just two missions, and i already have 6 gals killed (last of original gals included), 2 heavily wounded and two betrayer achievments. Second mission was a crackhouse, no less. Ivanka is somehow alive and unwounded, though.

You can always just get as far as you feel like and pass the turn off. Better than playing when your heart isn't into it.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 24, 2019, 01:01:10 pm
Good thing I am sick.

Edit: You should have the money to buy new gals though. I hope you didn't loose all of our best. :D
Title: Re: X-piratez succession game
Post by: Robsoie on July 25, 2019, 04:27:20 pm
We still have the peasants i think !
:D
Title: Re: X-piratez succession game
Post by: Iduno on July 26, 2019, 12:36:57 pm
I should have jsut skipped the turn when i realized i don't want to do it. It was just two missions, and i already have 6 gals killed (last of original gals included), 2 heavily wounded and two betrayer achievments. Second mission was a crackhouse, no less. Ivanka is somehow alive and unwounded, though.

Are you taking your turn still? No pressure, just curious.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 26, 2019, 12:39:12 pm
Now that there is more to do we could also go down to 1 month if you want.
Title: Re: X-piratez succession game
Post by: MCreeper on July 26, 2019, 01:22:58 pm
I'll try to finish this tommorow.
Title: Re: X-piratez succession game
Post by: MCreeper on July 27, 2019, 10:03:23 am
Fuck that shit. Here is the save (1 month).
http://www.mediafire.com/file/l2qwm6mty09dmhm/succession_game.rar/file
Here is an image dump.
https://imgur.com/a/j0GRQtw
Title: Re: X-piratez succession game
Post by: Rince Wind on July 27, 2019, 10:34:00 am
Wow, you basically lost our three best gals all in one mission.  :o
Title: Re: X-piratez succession game
Post by: Iduno on July 27, 2019, 01:04:21 pm
We have 3 vehicles. One is loaded with 3 gals. The other 2 are empty. We've also got about a dozen peasants still, which seems insane if we have other options. Also, our single prison isn't even full. The majority of our gals are untrained, and we have none of the zero ammunition training lasers (self-charging lasers which might do decent damage or pocket las-pistols which are mostly safe).

We do, however, have enough ol revolvers to equip everyone. We'll go with rusty niners instead.

I also sold off anything that doesn't have dependencies or a combat use (starting with everything that had ol in the name).

I'll get to the rest later today. There are like 3 missions and a ship waiting.
Title: Re: X-piratez succession game
Post by: Robsoie on July 27, 2019, 04:06:27 pm
As i never play ironman with xpiratez, i am wondering about the 2 lost gals from one of the screenshots, as when i forget someone behind i just reload .

As i imagine those 2 had interesting stats, can they re-appear somehow through missions that has lost castaway gals in them, or if they just completely removed from the game ?
Title: Re: X-piratez succession game
Post by: Rince Wind on July 27, 2019, 04:15:42 pm
They are removed. This is not XCOM 2 War of the Chosen.


Well ok, there is a way. Later. But they won't be the same. Not sure about cloning even later, I am just researching advanced cloning right now in my game.
Title: Re: X-piratez succession game
Post by: Robsoie on July 27, 2019, 04:34:27 pm
no idea about those modern xcom games, never played any.
But that cloning stuff sounds interesting, though if it does not keep the stats i'm not sure it's usefull then.
Title: Re: X-piratez succession game
Post by: Iduno on July 27, 2019, 05:06:12 pm
I found some of our equipment in the unused van. Unfortunately, I had to abandon the mission because I couldn't find any bandages for the turtle. When I got back to base, I ordered another pile for both bases. Hopefully now all gals can carry 2, which should be enough to handle most non-lethal injuries. Also, it's enough for a boost in bravery.

I am taking the peasants on a mission to fight off a landed small ship. Anyone who comes back uninjured may keep their jobs, but plan A is to spend the same amount of money each month on gals who have actual usable stats instead of peasants (who also die when you look at them too hard).

We have about 20 apples left, so our runts need other work. I found out we could make several decrypted data discs (and easy shortcut to research, needs ~2 brainer-days worth to research a topic), and could take apart many personal computers to make more. We're also finally tackling the junk pile for building materials, and making Lok'Naar Slayer Armor for our pilots-in-training. We wanted to cook, but we need to research the ingredients first. We wanted to rob anyone we already had interrogated fully, but there weren't any of those yet (somehow). We also don't know how to put ships together (actually, not even close - 4 things before interceptor, and most of those have unresearched prereqs).

I'm not even going to comment on the suicidal setup of our bases. I'm assuming we're trying for 50% attrition of our forces any time we're attacked.

As always, first action is line up near the doors, but don't leave. Open the doors to peek out though. And then I ignored the rules, and knocked out a nearby Altar Boy with his back to us and nobody on overwatch (Which is why WE always travel in teams) before sneaking back to the ship.

Spread out, groups of 2 if there's a gal, and 3-4 if it's only peasants.
Spoiler (click to show/hide)

And there's someone with a shotgun, which peasants can't survive. Well, I planned on getting rid of them, but I hadn't planned on everyone losing massive amounts of morale and points.

Scrub the mission, these dinguses can't do anything. We captured a single warmaiden and 2 altar boys. 3 peasants pounding on a single priest has gotten 2 of them shot.
Spoiler (click to show/hide)
Teamwork!

Nevermind, priest is down as well now (but we're still leaving). We also learned that the shotgunner was an altar boy, but the other warmaiden led us into a successful ambush. They're on the third level, and we won't survive an assault. Oh, and a peasant freaked out and helped the warmaiden kill a gal. The peasant has been demoted to landing gear. I misspoke about peasants being worthless. They aspire to worthlessness, they're a liability.

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Overall, we did bad, but got some loot (which is what we care about. All peasants are fired, and we'll hire a few hands. We'll also sell off these turtles as soon as we have something decent. We can't possibly field 12 people, so slow and weaponless isn't a fair trade-off for a bit more space. [I want my shadowbat. It's got sniper spots, enough space, speed...and a terrible layout] Also, handles are terrible once you get used to stun batons. Sadly, someone sold all of ours, and we have zero integrated devices to make more.

Research!
Spoiler (click to show/hide)

8 gals took on an infested cellar. We mostly switched out for lethal weapons, because rats are dicks, and also they don't tell you much when you question them. 1 gal injured, 12 rats and a cat sold. Nearly 100k in rewards, and a bunch of old coins in exchange for some of our blood. Not the best or worst trade. I was hoping for some reaction training, but our reactions aren't good enough to train yet.

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Our workshop is completed, and now we can start making...nope. Nothing yet. Wait a few months (I do plan to have a plane starting construction by the end of the year). Our dojos finish shortly thereafter, and we can train 2 hands, plus probably the one we recently hired. Almost everyone at Ching Shih base is getting exercise though.

We've finally contacted ship junkyard salespeople. Now we can purchase and research the final 2 components to ships that will allow us to build our own.

Spoiler (click to show/hide)

Scientific Experiments. We got a bit surprised, and also didn't have enough bandages. Hopefully this will go smoothly anyway.

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There was one enemy who wasn't in this pile. And it was cold, so we ran out of energy quick. We got wounded, but we won.

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So, train melee to shoot in melee. Train reactions to survive getting shot in melee.
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Base defense. Uh, shit. 4 of our gals made it to the fight first round (or close enough to form a firing line). 2 got hit with a shotgun blast for minor damage, and one was able to heal both. We took down 2 attack dogs and 2 ratmen on our turn. Captain Rina Wind ran out of energy running from the opposite side of the base, but got close enough to snipe one of the blood hounds. A ratman decided to prove he was better, and shot the other blood hound twice. No kills either time. Our newest hand got out and knocked out a ratman, and will hopefully act as ablative armor for the captain until someone else can come help.

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While we were running to help, we found a lot more ratmen. They've got the run of the center of our base.

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Dogs ambushed us from behind.

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Captain is making a fight of it, but probably won't survive to see any reinforcements. They might not make it there anyway, so...

Glam tried to take out the enemy leader, but got nailed with a firey smg in return.
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She's KO, which brings us down to 2 on 4. We clear them, but we're not done. Bug hunt (except Dioxine doesn't like to give us bug hunt mode) in our base.

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2 more ratmen, at least. One kills one of our remaining gals, but takes one to the head in return. We don't really want to keep that rate up. I take down the "last", but we're still not done? One on...hopefully only one more. I hear a lot of electronic doors opening, then closing. Maybe the airlock?

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One ratman woke up from his nap. I put him back down, hoping we can recover something if we survive this fiasco. I hired 4 more hands. That was much closer than I had wanted. We should really tear down these bases, and rebuild them correctly, but we don't have nearly enough money.

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Ching Shih base has a mission, but isn't prepared. We have no melee weapons there? Great. We also don't have enough guns, or armor, or...it's a ratling rodeo. We need the apples.

Half of our hands are armed with laslock pistols, which appear to have an effective range of "melee?". [actually, a distance of 7 is where it starts losing its already-terrible accuracy.] We're selling these to buy something better (like rusty niners) as soon as this mission is over.

Spoiler (click to show/hide)

Quick bombshell took a quick nap when a dog we couldn't possibly hit bit her. Luckily, we got her patched up and she returned to battle. Then Bracin Fins took a musket ball from a sniper. We didn't want to spare a turn or two trying to shoot that far, so we lobbed a grenade under the sniper. We've also found our secret weapon in this fight: walking up behind a ratman and punching him right in the soft bit of the skull. We may end up leaving the laslocks here and resorting to our bare hands; they seem to be much more effective. Especially in these tight quarters. Buildings=melee.

Spoiler (click to show/hide)

And another base defense. This time at Ching Shih. I'm out for tonight. I can't handle another base defense. [I actually just quit my personal middle difficulty game because of a ratling base defense. I hate dogs in this game.]
Title: Re: X-piratez succession game
Post by: Rince Wind on July 28, 2019, 09:21:16 am
So, did I die in the base defence?

It is interesting to see the different playstyles. I think rusty niners are mostly useless, and only buy a few laslocks to have something when I really need a laser/not piercing weapon. They don't usually get used. Their stats are pretty bad and their ammo is extremly expensive.
Title: Re: X-piratez succession game
Post by: Iduno on July 28, 2019, 10:38:57 am
Oh, I was using rusty niners as a comparison because they're bad, but they're slightly less bad than what I had to work with. I did end up needing to punch or grenade most enemies (and had to ransom all of the ratmen brigands that we still need to interrogate, because we don't have animal pens at that base). That base needs a shipment of actual usable weapons. I sent some melee stuff, which should help.

Also, I did some gambling in that playthrough, hoping to get more apples and also some good weapons. We got 3 apples, 3 iron tickets, and 7 copper. Iron got us 30k in Klares, and an autogun. Copper got us a hunting bow, combat shotgun, assault rifle, and a swimsuit.

I've got the other base defense going right now, so I can't check who lived/died, but we had 3 survivors of the base defense, because 2 were too wounded to help defend. I didn't see anyone whose name I recognized, but we should fix that. Who needs dwarfing?

I also got a warmaiden to tell us about a country, which got us a world lore (1,000 points). So despite nearly losing our main base, we'll make out pretty well for the month. I am just not looking forward to the second base defense.
Title: Re: X-piratez succession game
Post by: Robsoie on July 28, 2019, 12:29:38 pm
There's a big lot of base defenses it seems (i guess they're suicidally completely built up , increasing then the odd of base being attacked ?) , so i guess maybe we should consider destroying some of the buildings and replacing them with some hideout shroud once we get the money (assuming we have already researched them).
Title: Re: X-piratez succession game
Post by: EuchreJack on July 28, 2019, 04:21:07 pm
The thing about Peasants is equipping them property.  They suck at shooting, so the only gun they can use is some variety of shotgun.  Maybe a SMG on full auto, but the Shotgun family of weapons are the only dependable option.

But yeah, if you have a shortage of gals, then peasants shouldn't be used.  They're only useful if one more gal means a Pirate Officer you can't afford.
...And they also get replaced pretty quickly after Lokk Nar are available.

I think I've had the best luck with non-gals when I mix them all together.  Slaves for the armor (they get armor sooner and better than the other non-gals, last I recall), Peasants for numbers and filler (I thought they had other redeeming value, but nope), and Lokk Nar for the weapon skills and movement.  Oh, and probably a dog for scouting.  Grouped together and in sufficient numbers (Skyranger anyone?), they can achieve the same as a 4-gal squad...on a good day.
Title: Re: X-piratez succession game
Post by: Iduno on July 28, 2019, 06:13:41 pm
Skyranger anyone?

No.

It's a death tube with one exit.

Also, is there an abort mission zone in base defenses? Asking for a friend (https://i.postimg.cc/1XntM38b/screen051.png).

Did you know that sometimes doors don't close right after your turn ends, and you can get fireballed before it shuts because fuck you?

Spoiler (click to show/hide)

Luckily she did not drop the grenade when she panicked. She did, however, miss throwing it and land it on the ledge next to the door, spending the rest of her turn running out of the fire.

So far, it's turning out fairly smooth. I mean, for being outnumbered 3:1, probably. There are too many to count. We have 5 anyway. Anyway, stun rods take them down in one hit. Also, they're one-handed, so you can also shoot if you have few enough enemies that you aren't always in melee range. [I actually did some shooting, and possessed have bad enough reactions you can usually get away with it].

The imp is sleeping, after being shot twice. Stupid bleed-immune... Also, 2 sergents down with 2 SMG attacks. Pretty okay turn on this side as well.

Spoiler (click to show/hide)

Chaingunner took several to the back from the tommy gun. We'll at least take a lot of the bastards down with us.

Spoiler (click to show/hide)

Imps are in our...well everywhere. Sneak attack here. I think she had a primed grenade, because most of us do. When you're outnumbered...

I didn't get a picture, but dropping a grenade and running while your surrounded is faster than lobbing the grenade and running. But it doesn't matter if a pinky sneaks up behind you and eats you.

And another chaingunner, who was already bleeding took a hit and a HIT!, and just stood there staring straight ahead. Eerie. Luckily, our gal has enough reactions to push his chaingun away when he fires.

Spoiler (click to show/hide)

Re-arming at the ammo dump. 2 more grenades and a gun with more ammo. She's the only gal left.

Another missed grenade. Both were thrown by Looter.

Spoiler (click to show/hide)

Found the pinky, and gave it some revenge. The next hit took it down.

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Missed the shot, but hit an explosive barrel. Even better.

Spoiler (click to show/hide)

Sadly, Looter's wounds caught up to her, and she passed out.

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I guess there was a reason I was dreading that.

We've been getting a lot of research done (everything except ship engines, because we can't afford to buy one), but it's mostly fluff stuff you've probably already seen. Also, I'm too lazy to crop them if you've already seen them. This is cool, though.

Spoiler (click to show/hide)

We're only a few hundred thousand short of building it:

Spoiler (click to show/hide)

But I found a way to make some money (especially as we're almost out of apples).

Spoiler (click to show/hide)

Research!

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Science Experiments, with a weird whirring noise that knocks people out. "Fun." At least it hit them more than it hit us. Sadly, I didn't have the bandages on the ship to heal them up and take them hostage.

Spoiler (click to show/hide)

Trying to move the burrows, so we have more gals near the fight during base defenses. I also just noticed as I'm posting this, that we can save a bunch of money by selling one extractor. With the Workshop, we've got "some" extra workshop space.

Spoiler (click to show/hide)

I missed one help the Lok'Naars because I was waiting for night, and they only last ~12 hours apparently. We really need the apples, and we can take off if it's something we can't handle (assuming we know when we're near the ship; we don't have the luxury of the 5-turn battlescape save), so I took this one.

Spoiler (click to show/hide)

We can probably kill one reaper, but we're healing our fallen gal, and bugging out. Do you see the other thing I did?

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I didn't realize that gas stations (which is apparently what that box is) are explosive, and also not great places to put your entire team near.

Like the bad kind of not great. I mean, we did take one down (sleeping only, reapers know how to take a bullet), but 3 others surrounded us.

Spoiler (click to show/hide)

I tried, and I made some strides, but it was also a lot of steps back.

And I'm tired of losing. (http://dffd.bay12games.com/file.php?id=14481) Remember to get rid of one of the extractors, probably the "south" one, furthest from the hangars. And the old burrows once the new ones are built.
Title: Re: X-piratez succession game
Post by: Robsoie on July 28, 2019, 06:35:35 pm
Is that a Doom slaughter map ? I hope you still have your bfg9000
:D
Title: Re: X-piratez succession game
Post by: EuchreJack on July 29, 2019, 09:13:43 am
Are you looking for another player?  I might be able to pound out a month (maybe half a month).

If this were regular X-Com, I'd say you've passed the point of where failure is inevitable.  But this is X-Piratez, which is actually a lot better in that regard, on account that you're already playing in a world where the humans lost.
Title: Re: X-piratez succession game
Post by: E. Albright on July 29, 2019, 10:29:45 am
Did you know that sometimes doors don't close right after your turn ends, and you can get fireballed before it shuts because fuck you?

Standard grenades go off at the end of the turn. Automatic/sliding doors close at the start of every turn.
Title: Re: X-piratez succession game
Post by: MCreeper on July 29, 2019, 10:34:31 am
Are you looking for another player?  I might be able to pound out a month (maybe half a month).

If this were regular X-Com, I'd say you've passed the point of where failure is inevitable.  But this is X-Piratez, which is actually a lot better in that regard, on account that you're already playing in a world where the humans lost.
Sure. Not sure if right after that one, or after everyone else plays their turn.  :P
Title: Re: X-piratez succession game
Post by: Iduno on July 29, 2019, 11:03:55 am
Did you know that sometimes doors don't close right after your turn ends, and you can get fireballed before it shuts because fuck you?

Standard grenades go off at the end of the turn. Automatic/sliding doors close at the start of every turn.

I think doors are *supposed to* close between turns, which is why I risked taking a look at who our opposition was. This time the doors didn't close, and our overwatch sniper got almost killed by imps (went insane instead of helping the next turn and also lost that character to passing out a few turns later). I've also seen bugs with doors not opening when someone walks through them. I don't think I would have won either way, but thinning the herd and drawing some of the fire instead of being on fire means the 2 characters down below may have lasted one more turn or so and gotten a few more kills.

The grenades went of when they were supposed to: the first tun after they are no longer in your possession. Timed explosives also won't explode while you carry them, but will still count down. I actually got a few kills in that base defense because I planned on throwing grenades, but the gals with primed grenades got killed and dropped them.


As long as everyone has had a turn (2 of us twice), I don't mind players who haven't had a turn getting one sooner. I'm also not the one delaying my turn, so my vote doesn't really count.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 29, 2019, 11:34:54 am
Fakedit:  I've already started, but I certainly don't mind a new player joining somewhere on the list!  I guess it's up to whoever gets delayed.
Did you know that sometimes doors don't close right after your turn ends, and you can get fireballed before it shuts because fuck you?

Standard grenades go off at the end of the turn. Automatic/sliding doors close at the start of every turn.
Yeah but that was an imp fireball, so it exploded when the imp threw it.  Shouldn't have gotten through the door (or even been thrown) if the door closed properly.

Are you looking for another player?  I might be able to pound out a month (maybe half a month).

If this were regular X-Com, I'd say you've passed the point of where failure is inevitable.  But this is X-Piratez, which is actually a lot better in that regard, on account that you're already playing in a world where the humans lost.
Indeed!  We have our original base, with its almost-unreplaceable lab.  We have our spacious hull with which to someday make our flagship.  All is not lost!
Wait, someone sold all the stun batons??  WE'RE DOOMED :'(
Really though I love stun batons ):
Cattle prods are so slow and two-handed, and fisticuffs are so deadly.
I guess energy lassos are cool but looks like we don't have any more

Skyranger anyone?

No.

It's a death tube with one exit.
Agreed, it's a nostalgia trap XD
Remember to get rid of one of the extractors, probably the "south" one, furthest from the hangars. And the old burrows once the new ones are built.
Oof I was resistant at first because all my instincts are saying "turtle up and maximize manufacturing", but I agree.  Cash-on-hand aside, in order to hire 50 more runts we'd need two more barracks up, which would take half a month. Just not feasible nor necessary.

I removed the lower extractor.  Tried to replace it with a barracks but extractors can't be built over.  Which is for the best, as the location is far from the entry points.  What I *want* is a Large Barracks, that would be so nice...  But we need Aqua Plastics for the Air Filtration tech.  Apparently we have no plastics to research, despite having aqua hatchets... gambling lol.  That means underwater missions are an immediate priority, which means either somehow scrounging up for a Turtle... or taking the half-price and awful Blowfish.

Though IIRC the Large Barracks has a massive up-front cost, too.  It's all about cash flow, really...  At least we had some non-blue chips accumulated, sold them.  It's a shame, but counterfeiting is very far away and we need cash now.

I can't really use the Turtle yet without reinforcements anyway, so I'll handle that first.  Watch, gonna get wiped out by *another* base defense before the month even ends :P 
Title: Re: X-piratez succession game
Post by: Robsoie on July 29, 2019, 12:07:18 pm
I don't mind my turn being delayed, so EuchreJack can play just before mine , after Rolan7 complete his already started turn
Title: Re: X-piratez succession game
Post by: Rince Wind on July 29, 2019, 12:30:40 pm
We won't have that flagship for long if we keep loosing ships though. :P
Title: Re: X-piratez succession game
Post by: Rolan7 on July 29, 2019, 01:27:39 pm
Mmph, my head...  Where's the soycaf in this joint?  Ah, here we go. 
*sluuurp*
...
Where the hell is everyone?
Huh, deja voodoo.  Like I've had this hangover before.
Wait, why do I remember dying?  That's weird *sluuurp*
but seriously where is everyone

Spoiler (click to show/hide)
Scrap that extractor!  Make a beast den, not a burrow!  Make a large barrack- oh "waaah waah, everyone would suffocate", just clear the space we'll figure it out later!

Spoiler (click to show/hide)
Get me doggos, runts, and a few good gals!  It's time to fortify, people!

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Finish up that junkpile you're working on then move on.  Wire is nice and all but we don't need metal or chemicals clogging the stores, we need moolah.  As for y'all messing with the computer...  Eh carry on for now, but I think you just want an excuse to browse forums.

The data mining is obviously important, but webjobs?  Eeh.  Still, it's important to have a stash of data.

and now we wait
Spoiler (click to show/hide)
I'm still not sure why we even have radar, but I guess we'll have interception again someday.  Not on my watch, but someday.

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Our codex gives me the strength to accept this situation, and the disgust to drink heavily and try to make tomorrow better

A ninja gal told us how not to be seen:  People only have 90 degrees of vision.  She was never seen again.

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Steel is like, steel, but you add carbon to it.  sure checks out.  Whatever "nanofibers" be.  But hey, better armor seems vaguely useful for our cursed band.  Haha wait how did that unlock Longbow research, that's some serious draw power

Spoiler (click to show/hide)
"Might" as in "doesn't", ratmen don't care about themselves, much less each other.  They only attack our bases when they get hungry.  Little creeps.  Taught us about mini SMGs though.

Nurse taught us being wounded makes our bodies not work so good.  The brainers wanted to test that empirically but I let her go, we're not like them.  Never like them.

Data disc: "Vessels made with Star God technology are difficult to destroy" That's what I've been saying!!!

Mutant Pogrom in Thebes, but I hear they be havin the good voodoo, it'll be fiiine.  ):

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Like I said, creeps.  He tried to convince us to eat a green eyeball he (hopefully) pulled from some monster.

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Holding out for a MiRaClE (o:

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Data discs continue to vindicate my "live and let live" interception policy.  Though it'd be nice to shoot down an assault team.

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Researcher disagrees, says we should be intercepting rich civies.  I guess.  What'd they ever do to us, though?

Ratmen Brigand told us about luxury fur.  Not his, apparently.

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Reinforcements have arrived... Just a week before payday, of course.  Still, we were sitting mostly undefended (dogs aside) so it was a matter of urgency.

Salad Dog and Sunny Reaper got the better names but worse stats, Sky Angela and Munchin Shell are pretty much 80 in both melee and firing.  Worth the dosh, and Shibari and Starlight have recovered, so we are officially back in business.

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I don't know if we're ready for *this* business but uh options I guess.

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Osiron Yeoman had a hidden weapon.  Math claims another victim.

Ninja Gal: "If you ever find a chest of coins, don't trust your brainers with it."  Solid advice, actually.

Spoiler (click to show/hide)
Reinforcements have... arrived?  Oops, I guess some were already en route when I put out the call.  Eh, that's good, means we have more hands than I thought.  Payday will hurt but the runts have been working hard.

In fact, that makes 10 hands ready for battle...  Turtle's starting to look reasonable again, though affording it will be tough.  Aaaand blast, the apples finally ran out, I was waiting for that.

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Why yes random anon I would like to live forever, of course, but barring that I'd settle for a couple thousand years. Even five hundred would be pretty nice.

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Finally, a mission, and a cakewalk to boot!  Tempted to send the new meat out, but I think they might ask for even more money if they aren't swabbies.  Time for some reaction-training!  But not in swimsuits, it's waay too cold.  Particularly at night, bah.

Ooh, bayonetted rifles look fun.
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Go forth, doggo!  Draw it out!  (Or spot a rival hunter with our luck)
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Good boy, come back!  (unfortunate terrain, but should be fine)
Also wow, furs are even more effective against weather than I remembered, this is nice.
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Well so much for reaction training, but I got worried okay?  Three bursts and it fell asleep.
... why the fuck didn't the mission end?  Sorry, but since when are there more things with the shambler?  Worried again...
... what's out there...
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The hell, I just heard a door operate!  They're gonna steal our ship!!  AGAIN!!!
Spoiler (click to show/hide)
Or not, it's a second shambler!  Must have been curious or looking for food.  Charged out of the ship and swiped at Shibari but missed, bring it down gals!
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Starlight panicked at the thought of being stranded out here and fired her gun wildly into the night, and a hill.
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Oof that was too close actually, Salad had to sprint over and finish it.  Glad I decided to bring her along after all, she's earned her paycheck.  No wounds, and we captured them both!
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Not much infamy, but good training all around.  Shibari declares herself a second Boss Gal... the day before payday... fine fine whatever.  We butcher the beasties for a nice load of unharmed fur and meat.

Yeoman warns us about Mercenary Contracts, and not to cross them.  Noted.
We found some channer's notes on dynamite.  It go boom.

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Nurse tries to put the fear of death into us.  Joke's on her, I've been there for a while.

No funds warning... Are we good?
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Oh yeah, we good.

So that's October finished up from the 20th.  I'll play through November then turn it over!
Research-wise I pretty much just ground lore for score (heh), since I can't make progress towards Large Barracks without a seaworthy ship for aqua plastics.  But I did start on Guns4Us - I know some of us don't believe in Peasants, but Linux SMGs are a very effective tool for them!  And it also leads to Bigger Guns for handcannons, boarding gun ammo, and all sorts of fun dakka.
Spoiler: Current Research (click to show/hide)
Spoiler: Bonus Datadisc (click to show/hide)
Title: Re: X-piratez succession game
Post by: Rince Wind on July 29, 2019, 03:48:13 pm
Krazy Hanna, nice, I was working towards that.

And we have radar so we can follow ships in the hope that they'll land!
Title: Re: X-piratez succession game
Post by: Robsoie on July 29, 2019, 03:57:09 pm
I was worried with the losses it would impact our monthly score, but it looks like you're doing great guys !
Good so when i'll get a horrible negative score by insane streak of bad luck in missions it will not end our run :D
Title: Re: X-piratez succession game
Post by: Rolan7 on July 29, 2019, 04:31:55 pm
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Never thought I'd say this, but I'm starting to wish I'd let that burrow finish.  Beast dens are bae, but 10 more bunks would justify the Turtle (or fill out the workshop).

But wishes ain't fishes.  Can't wait on the dream of large barracks, gotta use what we've got.  That means another barracks, and... euch, the Blowfish.  We'll need those underwater missions for plastic.

Just gotta follow the green codex - be invincible and grow steadily.  Play it safe.  As long as our dogs can protect our base, and we can pay our brainers, we're unstoppable.

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More dakka pls.  And we can make blunderbusses- blunderbi? But while they're like 4 shotguns strapped together, they're still not awesome against good armor.

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Uh
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pls go
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no bully

Ratman described his "rusty blade" until he had an accident, very sad.
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Enough planning, time for an actual fight...  Though probably still a cakewalk.  And good weather.  Swimsuit time, rookies, you'll *earn* that warrior armor on my crew!
I go ahead and use the aircar, since the blowfish would be overkill and slow.  And I don't want to lug the gear over.
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Oh no bad doggos ;_;
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...how did you miss that!?  Warriors my butt.  Fall back, next advance!
Salad Dog gets it done, sets up overwatch against another down the street.
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Oh that's convenient

Firing line works fine, confused doggos mostly mill back and forth training reaction fire.  ;_;
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One tries to sneak up behind but our doggo warns us, we ambush and win easily.  As expected, some much needed basic training. 
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Plus two government agents!  And their snacks.
Aaand a stapler?  Good dog, I guess
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Some may call this madness, but I call it security.

Doomed farm... Hrmmm.  On the one hand, getting chewed up by chaingunners.  On the other hand, I want their chainguns.  Worth a visit, at least.
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Spent turn 1 just stacking up properly, letting the foes tire themselves out.
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Aha, tricksy chaingunner down there.  Good dog.  Sunny goes out and puts down the shotgunner while doggo takes cover.
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Lost track of the chaingunner while edging up the sides of the building, but doggo takes down a soldier like a ninja (apparently soldiers get shotguns too sometimes, weird).
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Oops this one was hiding behind a tree, doggo missed him.  Sunny managed to wound him and get to wrestling range...

Wasn't enough, she got shot unconscious.  Doggo went back and finished the soldier, but gotta get a medic to her - meanwhile the chaingunner struck from the darkness and OHKO'd Munchin Shell, damn!  I wasn't expecting that from such range and behind a fence, or a one-hit kill, but alright.
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Exhausted doggo prepares to buy time for Sky to heal Sunny
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Oh dammit how did he sneak back THERE??  Or are there 2?  Crap crap

Okay he tried to steal the ship but realized it was a Blowfish.  Salad ran in and put him down.
There *is* another one in the darkness, Rising Badger got hurt bad but still up.  Falling back to cover, but having trouble breathing.
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Rash Cap got a nice reaction kill in that lettuce field, then this sarge around the corner tried to melee her. 
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Shoots him dead, then that OTHER one in the cabbage patch, then- oh good she found the chaingunner *kneels and prays*

Wow she took a lot of shots.  RIP Rash.
Dammit I got three bandages on Sunny but she bled out anyway.  Doggo took a shotgun blast.  This is getting bad.
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Three bogeys destroy Sky's cover as they advance, nevermind I'm pretty sure she was completely concealed.  Fortunately she's fine, and one of them dies from another's shotgun.  This was her peeking out to get a look, she took cover again.
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Frick they move fast!  Glad he advanced on us though, he only got one burst off.
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Sky is having a bad day.  She got another kill on one that flanked from the north, and then, though, and then yet another on a sarge to the south.  She's bleeding out quick though, I was hoping that would end the mission.

Everyone's too exhausted to move, but I'm ferrying the medkit up to her.  When two chuckleheads wound the gal with the medkit through a window and tight corner.  Fine, let's end this!!
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i hate corners so gdmn much

Okay got him down, but there's at least another.  Sky passes out.  Aha, back at the ship of course, another soldier.
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pleeeease work... nope, there's more.
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oh gdmit how did y'all not seem him THERE?
Salad spins, kneels, and gets off an amazing snapshot!  And he goes down!
...BUT WAIT THERE'S MORE FML

Another moves out of cover, Salad plugs him TOO, but there's.  still.  more.
Sky dies in Risin's arms, 5TU short of getting a bandage.  Risin's bleeding out too, but we patch her up.

Three left:  Salad (Amazing MVP), Risin', and Honorable Mugs who carried the medkit.  I could fall back but I don't want to abandon our dead.  Or the loot they died for.  Besides, we must be sooo close.
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Sky gets a reaction shot through that window, wow.  Not enough to kill but wounds- WAIT
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FRICK ME, THEY GET GRENADE LAUNCHERS?
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He's down from massed reaction fire, grenade hit the roof overahead, BUT.  THERE'S. MORE.
On the plus side they're nearby, and shot Sky with some sort of SMG.  Can't fricken see them though!
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DIE DIE DIE DIE DIE - killed one, other knocks her unconscious with melee.  Alright!
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Honorable Mugs has gone berserk!  Screams about big guts, kills him dead!
THERE'S MOOOOOORE
I would use the medkit to get Sky back up, but I have no idea where I dropped it.  why hasn't bughunt mode triggered.

Okay it's turn 35 now.  I managed to walk Risin and Honorable back to the ship for... I don't know what for.  I didn't bring beer or grog.  Might as well grab fresh weapons, but the scary thing is I'm *pretty* sure the last enemy is stuck behind a wall.  The "enemy movement" phase is going very fast.  This sucks.

Oh boy, I was stacked up in the ship letting stamina recharge, and they both went insane and sprinted outside without their equipment.  That's... that's great.
Alright you derps, start dragging loot inside I guess-
w-wait what was that??  That was an enemy, right?!  Where was that??

...Did an enemy stand back up with no weapon?  Doom enemies don't surrender, I bet!  Hot DAMN I just gotta grab some guns and hunt it down!

OH FUCK IT'S ARMED ahahahaha ;_;
there goes Risin.  Honorable throws down her gun in frustration. 
pick it up pick it up - okay she did but threw it down again.
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cheeky motherfugger snuck up and hit her in the back, but she's still up.  You're gonna have a bad day.
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THANK FUCK
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THANK YOU
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THAT SUCKED

Okay so lessons learned:
Don't fight dark ones at night, duh, they have dark vision and use lots of fire attacks that light you up
Keep a grog on the ship, maybe some beers
DON'T FIGHT DARK ONES AT NIGHT

Oof it's only the 6th XD  Sorry, I was constantly sure it was the last enemy.  I don't plan on taking on another fight that tough this turn.  It could not have been any closer.
also sorry if I swore or caps'd too much, got a stomach thing happening and also bughunting sux.  Particularly at night with no stamina regen to speak of
Title: Re: X-piratez succession game
Post by: Robsoie on July 29, 2019, 04:50:56 pm
Congratulations in beating those guys at night !

I was surprised to learn the hard and painfull way that those doom monsters see further in the night (24 !) that a Gals using a night ops armor (20) so normal armored gals with their 12 night vision aren't going to have a good time sadly.
Better indeed fight the doomed during the day to be on equal footing.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 29, 2019, 04:52:16 pm
I usually prefer fighting at day pretty soon, because unlike the enemies I know what cover is.

At night, I always want someone who can light up the scene, that is what I use peasants with flame arrows for. (Not that I invented this tactic. :D)
Title: Re: X-piratez succession game
Post by: Robsoie on July 29, 2019, 04:56:18 pm
Interestingly it looks like the doomed takes extra damage from burn (not the chaingunner that takes normal damage) , so throwing firey things everywhere is a valid night fight tactic against them, out of just putting more light sources :D
Title: Re: X-piratez succession game
Post by: Rolan7 on July 29, 2019, 06:40:32 pm
Well.  Those of us who survived, must press on.
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Black knight...  Why does that sound familiar? (https://www.youtube.com/watch?v=fCKDvjVzpNQ)  Such wisdom in our Codex.
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That belt does not look safe.  Eh?  The ammo belt, of course!  Though now that you mention it...
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OwO 
Quick throw some SMGs and cattleprods in the car!
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Oh... Actually I don't think this is a swimsuit and prod situation after all.
Doggo got a brief glimpse of a chick in dark clothing and blonde ponytail.  Isn't that a govt pilot?  Sorry for the misunderstanding, carry on!  No harm done at least (except doggo ;_;)
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It seems a shame to do this on anything but bikes, harrumph.  But yay a source of craft weapons for the rest of y'all :P

Researcher showed us how them harpoon-guns work.  The effort they put in to take us home alive be both chillin' and flatterin'.

Ran out of computers to disassemble, got some juicy data though.
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Ooh okay, these are fun.  Can be tricky, but usually not too bad...  Wish we had wings but meh.  Gotta be careful breaching it though, we're definitely understaffed.
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This is an excellent plan with no possibility of failure!
But really, at this point speed is all we have - a little round shield isn't going to save us if the crew comes out shotguns blazing.  Not to mention the sprint up the tower is arduous.

Doggo sniffs someone - it's the mage, up on a roof!  How'd he get there?  Welp, this is what the rubber shotguns are for.
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Weird, that roof actually connects with the tower.  Never seen that before.
Heh of course he leaps down after I try and find a smart way up to him.
Takes 2 rubber slugs to the back and stays up- I was always skeptical of these.  Two cattle proddings finish the job.  Looks like I'm switching to the SMGs for the craft passengers.  Hm, I could also just grab the mage and leave...  Plan B, since there's an exit zone on top of the tower as well.
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Besides, moving all this booty would take forever in these suits.

Turn 6, I forgot the morale effects of swimsuits.  Cynical Mermaid is afraid of heights or something (she's our highest rank, pull it together!) but fortunately she's at the back of the line.  Still, Freckled Bee drags the mage to the car.  I hear doors operating somewhere...  Hopefully that's just the angry civilians though.

...Starlight Nightmare dropped her weapon and sprinted off the side of the tower.  FML.  It's okay, a roof broke her fall so she's only half down. 
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Shibari's in position to breach and Doggo is with her, catching its breath, so we're nearly ready...
Turn 9/16, close enough let's do this!
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Well the good news is she breached on the first swing.  But three people inside took reaction shots.  I didn't remember that being a thing but alright, she's okay.  Frick I wish she had a stun baton though.  Oh right she brought a party favor...
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throwing a stun grenade was enough for the fricken savvy gal to reaction fire AGAIN (dead on of course) and knock her unconscious.  That seems like a lucky damage roll from a mere manstopper but what do I know.  Good thing it's a stun grenade XD
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But just to be sure, in goes doggo.  Scratches up the agent a bit, then goes for the goon - who shoots the agent down, haha.  Not even dead, just unconscious.  Good doggo, sleep well!
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Got nearly everyone, excellent!  A thug gets shocked on the way out, but a savvy gal actually makes it.  Briefly lose her.
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Protip:  Those landing strucks are completely opaque I guess.

gdmit she doesn't go down, even tries to shoot when Starlight sneaks up the ramp beside her.
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Finally we get her from both sides (ignoring a goon who stood back up.  Success!  Minor rep dings from unresearched captures, yay!
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I like swimsuits, they're comfy and easy to wear.
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Found a kitty (top of the list because of COURSE :3) and some other stuff!

I found the rubber slugs very disappointing, but ordered some replacements in case I was unlucky.

Oh and a chucabra hunt arrived during that trip...  I'm gonna pass.  Shamblers are one thing, but a horde of those laser-fast nightmares?  We barely survived that rat infestation, no thanks.
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teehee
seriously though screw these things
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Good way to do business- OMGS that's righ she sells the machineguns!  And wow, mortars/launchers/RPGs...  Panzerfaust, proper flamethrowers...

The Recoilless Rifle <3
Yeah I guess she can do business however she wants!
Ooh willie petes too, I've heard WP even burns through armored cars.  Friiick too many options.
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...I'm going to avoid thinking about this, okay?
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ohno.bmp
You know what, no, we only have 3 hands up I'm not dying to rats.
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Ahaha HELL no.

Made some more sailor outfits, though.  Swimsuits are mostly better, but sailors get pockets and feel a whole lot less exposed.
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Doggos <3 +200

Ran out of data to mine, despite the webjobbers.  That's alright, we got plenty to research for now.
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OHFU

(Also Notepad++ glitched when I opened a new tab for the image URLs, and the writeup file was seemingly wiped blank.  Fortunately it crashed and recovered with the writeup, phew.  I should really stop ignoring the update XD)
Title: Re: X-piratez succession game
Post by: Robsoie on July 29, 2019, 07:15:48 pm
We really need those hideout shroud :D
Title: Re: X-piratez succession game
Post by: E. Albright on July 29, 2019, 08:35:25 pm
Ahaha HELL no.

Really? I was very intimidated by these until I finally tried one, but now I always find Ghoul Cities really easy missions - just a bit tedious.
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Title: Re: X-piratez succession game
Post by: Rolan7 on July 29, 2019, 08:59:20 pm
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"Don't worry I'll save teh base :3"

Dammit dammit... Radar, why didn't you pick anything up?  Even a ratman band shows up, doesn't it?  They just... appeared?
All hands!  YES EVEN SICKBAY, if you can walk then we need you to grab arms!
ohgods you're still in swimsuits I mean, ahem, all hands, this is your captain speaking!  Don't panic!  The enemy may likely be from Hell itself and literally no know fear, no mercy, no thought save blind murderous rage.  But we have something they never will!

DOGS!

So remember the drills, take cover, and expand your minds to our animal companions!  They will be your eyes, ears, teeth, and uh probably your ablative armor.  But that is our right!  We fight for the Green Codex, sisters - we fight for life itself, and in its name we will SEND THEM BACK!
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Huh, I'm almost relieved.  I'd feel pretty silly if it was ratmen.
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Sent two doggos in to get a read of the room, and take down a sarge and gunner.  Not a sustainable trade, but the intel's important.  Intel: yikes there's a lot.
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Good doggo
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Turn 1 over, ambush positions taken.  Didn't scout the second hangar but presumably similar situation.  Not pictured: probably like a dozen on the balconies of the hangar.  I'll need to secure the walkways next turn.  But first it's time to let them enter our ambush...
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A pinky sprinted south, probably hoping to crawl down an extractor and be a pain in our butts.  But overall about as expected.
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This brave doggo was attacked by a sarge and pinky in that position.  Survived unharmed and tore them apart!
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And here's the one that tried to get away, hehe.
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Hah... end of turn 2.  It's hard to do justice to how many enemies just died.  At least 12... maybe close to 20, but it's hard to keep track.  The gunners take a lot of bites, more than the pinkies seems like, but they bleed and die.  One Imp fell asleep from bites heh.  ...Oh I should probably keep an eye on that, in case it wakes up.
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Like halfway through turn 3.  The enemy force is utterly broken, it's only a matter of stragglers.  Our hands haven't even emerged from their positions, only doggos.  Unstoppable waves of doggo.

Starlight Nightmare pops out briefly to bind a dog's wounds <3
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nice try- wait, oh crap it's dog-proof XD  NOOO OUR ONE WEAKNESS!!
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I blocked it on the ladder and it ran down and all the way here, wow.
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And of course it wasn't alone, ha.
Wow *really* not alone.  A sarge, imp, and soldier all had the same dumb idea.  They think they can hide~
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End of turn 5
Who me, vindictive?
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The green queen protects.
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Oh right, healing others is an EXP action since it trains morale.
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IDK Rob, I think I prefer them fighting them at home than on a dark farm~
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We have to shovel the smelly corpses outside, along with some smelly rags.  Can't have them tainting our precious hellerium.  (Plus all but 1 of the demon corpses, 10 space each.)
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Celebration time WOOOOO
Aw I was hoping we'd get uber wheat or helmets to make more apocalyptic cousine, but all we got was decent guns and ammo.  Speaking of:
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I swear peasants are almost useful with this!  They're not just cute!  Of course proper smartweapons would help them even more.
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Researcher:  "No really, you can't impress the world from your little hole!  You have to shoot things down!"
says you
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"Wherez my rifle ya varmints?" "It was trash so we sold it, tough guy"

The Lokk'nar keep asking for help but I just can't do that right now, I need to abdicate for a bit...

!Mansion invasions!, the oddly NSFW idea of... burglary!
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Huh, they seem alright.  Anyone anti-slavery is good by me.
...What?  What'd I say?
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Very codex-appropriate. 
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Oof a pretty good mission, but we're just understaffed.

Yeah that's it actually, I'm stepping back down.  I'll be in the still.  Barracks will be done in a couple days, letting t' next captain recruit whatever suits 'er fancy.

'ncluding me I guess, if ya want.  'member we's got access to all manner a' heavy weapons, HMGs and reciolless "rifles" an 'all.  And plenty of berths if ya wants to fill out teh workshop, or maybe gets us some cute peasant friends an give them Linux SMGs!  You can make them militia-train too!  s'not my call anymore tho.  I'm going back to sleep, and yous all better not disappear on me again!!

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Research allllllll the things!

Ignore my IC ranting, obviously the point of this is for everyone to do what they want (:  I don't even know if I'll go with peasants, or maybe try named dogs/bloodhounds.  I'm pretty sure they're no longer auxiliaries, so you can fill a ship with them, and I don't think the naming process costs much.  Downside is they use barracks instead of animal dens, but they are still extremely fast melee powerhouses and even gain XP!  Very different role from a peasant, but a lot less investment to make deadly.
But IDK!

Ahaha HELL no.

Really? I was very intimidated by these until I finally tried one, but now I always find Ghoul Cities really easy missions - just a bit tedious.
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Interesting.  I basically ignored them until I had mass produced *space suits*, never really bothered with gas masks or chem coats.  The space suits work alright but the enemies were... well they were creepy is what it boils down to, and I wasn't sure how best to avoid their chem/bio attacks.  Spooky map with a lot of concealing fog too.

EDIT: OOPS here's the file (http://dffd.bay12games.com/file.php?id=14483)
Title: Re: X-piratez succession game
Post by: Iduno on July 29, 2019, 11:18:27 pm
Wait, someone sold all the stun batons??  WE'RE DOOMED :'(
Really though I love stun batons ):
Cattle prods are so slow and two-handed, and fisticuffs are so deadly.
I guess energy lassos are cool but looks like we don't have any more

Not quite all. I lost 2-3 when I lost the base. 5 gals defending against an invasion, and a bug disabled the important one.

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Finish up that junkpile you're working on then move on.  Wire is nice and all but we don't need metal or chemicals clogging the stores, we need moolah.  As for y'all messing with the computer...  Eh carry on for now, but I think you just want an excuse to browse forums.

The data mining is obviously important, but webjobs?  Eeh.  Still, it's important to have a stash of data.

I know, but we had like 10 apples left. I figured they may as well do something.

Spoiler (click to show/hide)

Ah, that's why I like the grey codex. Focus and confusion are my things.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 30, 2019, 03:55:31 am
So EuchreJack is up next?
Title: Re: X-piratez succession game
Post by: Robsoie on July 30, 2019, 04:48:24 am
Yes, that's his turn.

We're still alive, that" great !
Now about the base defense happening so much often and looking at the base map it looks like the invaders can get in from 4 corridors  (2 of them ultimately leading into the same room)
Maybe it should be usefull to re-arrange things a bit to force the enemies to get in only from 1 corridor so defense could be easier ?

That or focus on getting hideout shroud to help hide the base from the enemy, though i don't know the status of researches to know how far it is from where we are now.
Title: Re: X-piratez succession game
Post by: Rince Wind on July 30, 2019, 05:25:05 am
I would not put a shroud on the main base. It should be well defended (in time) by our best gals, and the shroud doesn't make detection impossible.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 30, 2019, 05:48:06 am
Thing is mind shield facilities suck (https://openxcom.org/forum/index.php?topic=5858.0).  And I strongly suspect that it's even worse in X-Piratez.  Scanning the Discord, it seems "rovers" like Ratmen and Dark Ones are just immune to shrouds. 

If their bands get close enough (and aren't destroyed?) then an assault is inevitable, and I think Dark One assaults "teleport" in (IIRC they have an absurdly fast "signal" ship which hyperwave sometimes spots glitching around the globe).

Ironically I think the best defense is to set up proper interception, to clear out the scout bands!  I think the charger laser or autocannons should work against them, they're hard to hit but have like 1 hitpoint.  Using high-accuracy pilots seems to make a big difference in ammo/time required.  I don't think the Dark One assault itself can be intercepted though, just the roving scouts.

I'd point out that Dark One assaults aren't actually that much of a threat, despite my theatrics, thanks to dogs.  But I do know from experience that they can get extremely tedious, particularly if they manage to crawl into the walkways and sewer.  Sadly the sewer extends even into undeveloped space - the only way I recall to create an actual bottleneck is with a full ring of security corridors (or the flame trap rooms I assume).  Failing that, the only hope is to strike with such speed that they don't manage to sneak far.
it's kinda frustrating
Title: Re: X-piratez succession game
Post by: Robsoie on July 30, 2019, 05:58:05 am
I wish there was a mod to remove the sewers completely, or at least remove the water from them as that slow gals so much it is taking forever to hunt any enemy going there.

I would not put a shroud on the main base. It should be well defended (in time) by our best gals, and the shroud doesn't make detection impossible.
You mean the best gals we're losing regularly ? :D
Title: Re: X-piratez succession game
Post by: Rince Wind on July 30, 2019, 06:00:27 am
It fits the Dark Ones, they basically open a portal from hell.

The ships some other factions use are very hard to put down as well, because they are too fast for regular interception and they don't want to fight, so even if you send a craft straight at them they will just disengage and then you won't have the pilots in your base defence.

The ratmen ships and stuff like that can be downed by luxury barracks, large prisons, armored vaults.


Edit: Then stop loosing them already!  :'(
Well, at least not all of them at the same time, so there are always a few.

The real problems will begin when we get crackdowns by proper factions about 2 years in.
Title: Re: X-piratez succession game
Post by: Iduno on July 30, 2019, 09:00:28 am
I don't mind my turn being delayed, so EuchreJack can play just before mine , after Rolan7 complete his already started turn

The thing is...it did pretty badly lower our score. Also, the missed help the Lok'Naars mission. Aside from the losses, we actually did well. The losses were just bad enough for morale that I got voted out (by me).

Thing is mind shield facilities suck (https://openxcom.org/forum/index.php?topic=5858.0).  And I strongly suspect that it's even worse in X-Piratez.  Scanning the Discord, it seems "rovers" like Ratmen and Dark Ones are just immune to shrouds. 

They halve the chance to be detected. Whoo! Also, walking units are immune, and they probably scouted your base before they showed up. That's what the 50 red dots around the base means.

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i hate corners so gdmn much

That checks out; Doom didn't have a lean key.

Oh, and where are we on the interceptor project? Still need engine tech from engineers?
Title: Re: X-piratez succession game
Post by: Robsoie on July 30, 2019, 06:04:21 pm
That checks out; Doom didn't have a lean key.

When it comes to the geniuses still working on old Doom , never say never
Spoiler (click to show/hide)

:D
Title: Re: X-piratez succession game
Post by: EuchreJack on July 31, 2019, 10:35:44 am
Ahaha HELL no.

Really? I was very intimidated by these until I finally tried one, but now I always find Ghoul Cities really easy missions - just a bit tedious.
Spoiler (click to show/hide)

I'm sorry, but I don't understand the spoiler-ed answer.  Did you mean
Spoiler (click to show/hide)
  Yeah, we're years from having those, especially since it appears armor tech is being completely ignored.

I will try to do my turn today, but I'm kinda intimidated.  Its been months since I've played X-Piratez, and I have never fought the DOOM monsters.  How did we trigger their wraith anyways?
Title: Re: X-piratez succession game
Post by: Rolan7 on July 31, 2019, 11:05:26 am
Possibly by not triggering anyone else's.  If we were shooting down Academy ships, I think the Academy would be searching for us instead.  The Dark Ones and ratmen might pick up slack in that regard.

Either way, we should be able to avoid their raids by shooting their roving bands as they search for our base.  They're hard to hit though so it's important to use high-shooting pilots.  And uh... having a ship with a gun, would probably help.

Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: Iduno on July 31, 2019, 12:13:33 pm
I'm sorry, but I don't understand the spoiler-ed answer.  Did you mean
Spoiler (click to show/hide)
  Yeah, we're years from having those, especially since it appears armor tech is being completely ignored.

Nope. It's a much earlier version. We may have unlocked it. There are a lot of early-game techs to wade through, and I'm not sure most of them actually go anywhere for over a year. It may be new; the wiki doesn't list it.

I will try to do my turn today, but I'm kinda intimidated.  Its been months since I've played X-Piratez, and I have never fought the DOOM monsters.  How did we trigger their wraith anyways?

Aren't that one and the Academy attack scripted to occur? Dark ones just start showing up after ~6 months in-game.
Title: Re: X-piratez succession game
Post by: EuchreJack on July 31, 2019, 10:49:42 pm
Well, after a brief experiment with the new version, I can confirm that I'm really, really rusty.  I'll probably fiddle around with my save where I chose Slave Soldier paid recruitment over Gals.  Dumb, dumb, dumb choice.  If I can win battles with those losers, I should be ok with our game.  I'm looking at the save now though, so I have an idea what's going on.

EDIT: We can BUY Tactical Vests, and we're not using them?!  No wonder so many gals are dead...
Also, we have two Plantations.  I know nothing about how they work, but shouldn't we be doing something to get money off of them? O.K, I guess its just passive income.

We REALLY need another base, sigh.
Title: Re: X-piratez succession game
Post by: Rolan7 on July 31, 2019, 11:19:11 pm
Yeah, Male Touch is generally considered tougher.  I think you can still recruit Veterans, but it takes a lot of research to get there.  I've been doing it in my personal game and it's not soooo bad, I'm losing gals at about the same rate I rescue recruitable ones, but I already fill out my transports with disposable peasants.  The male version isn't much different, and I don't need their lack of morale loss.  It's a bad trade-off when you have peasants anyway, is what I'm saying.

The plantations are fine, they have negative monthly "upkeep".  They can be used to make boom fruit or sectoweed, which is a somewhat finicky process I don't think we've researched, but last I checked those options didn't seem to really improve the profit.  They're just ways to get those resources.

The main reason I built that top-right plantation was to "clear space" for a large barracks someday.  It'll build much faster if we build it over the plantation.  We need a chain of research for that though, starting with some aqua plastic.  A hangar could be built there instead if someone wants!

(I think the option to buy tac vests was recently researched, or at least that's my story XD)
Title: Re: X-piratez succession game
Post by: EuchreJack on July 31, 2019, 11:51:30 pm
Ok, so I've dabbled with the save.

The first thing I do is hire 2 Warriors, as without the new Barracks, we can only hire 2 people, so I hire the best.  Also purchased 4 Tactical Vests as our new default Armor.

Also pick up 4 dogs, to bring the total back to 20
Since we have Light Machinegun and an Assault Machinegun, I pickup 4 belts and 2 crates.

We don't have any Anti-Armor weapons.
I go with the RPG.  The gals can carry multiple reloads and it does explosive damage, so it will wipe out people near armored vehicles on misses.

I'm planning on doing the Ratman Village, equipping the Gals with Barbarian Armor and UC Chainguns.  It should be doable.  Its not like I need the ratmen alive.

Additionally, while there are certainly things that I might like researched, I don't plan on choosing any research topics for a while.  We have many, many research topics with 1 or 2 brainers.  I'd like to consolidate that quite a bit before adding anything of my own.  As you may be able to guess from this and previous posts, I will probably prioritize Aqua Plastics (if we can get any) and armor research.  I will still research captives for that sweet sweet score, though.  I hope to at least have Tactical Armor, and maybe Veterans recruits.

If we have both the Airvan and the Blowfish at the end of the month, I'm selling the Airvan as its redundant.  If I can only have two craft, one should be able to shoot stuff down.  But I will wait till the end of the month, just in case I lose one of them on a mission.

I may still break in Slave Soldiers as reservists, as they're a good value, actually earning us money if I recall.  I misread the stat screens earlier, lol.
Title: Re: X-piratez succession game
Post by: Robsoie on August 01, 2019, 05:58:51 am
Do we have a dojo in the base ?
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 01, 2019, 10:10:58 am
Do we have a dojo in the base ?
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.

We do!
And I was trying to figure out how it worked, so thanks for that.
Title: Re: X-piratez succession game
Post by: E. Albright on August 01, 2019, 10:12:59 am
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.

I'll only mention this because the way you're describing this suggests you haven't seen this but... you can also get to the training options from the bottom left dropdown (dropup?) menu on the Hands screen, which importantly is also where you use the one-time Militia Training (peasants), Shakeup (gals), Gladiatorial Training (both), etc. stat-boosts-in-exchange-for-time-off-wounded options when you have the right people/tech/buildings/gear. Those one-off boost is really, REALLY useful for newly hired hands, so long as you can wait a week or two before needing to deploy them.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 01, 2019, 10:20:40 am
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.

I'll only mention this because the way you're describing this suggests you haven't seen this but... you can also get to the training options from the bottom left dropdown (dropup?) menu on the Hands screen, which importantly is also where you use the one-time Militia Training (peasants), Shakeup (gals), Gladiatorial Training (both), etc. stat-boosts-in-exchange-for-time-off-wounded options when you have the right people/tech/buildings/gear. Those one-off boost is really, REALLY useful for newly hired hands, so long as you can wait a week or two before needing to deploy them.

Thanks, I actually had no idea about any of that.  If anyone has anything else that would be helpful, please let me know.
Title: Re: X-piratez succession game
Post by: Robsoie on August 01, 2019, 10:49:43 am
I never noticed this training switch button in the Hands menu , thanks for pointing that !
Title: Re: X-piratez succession game
Post by: E. Albright on August 01, 2019, 10:59:36 am
If anyone has anything else that would be helpful, please let me know.

Uh, lemme think. There's always the "you can pre-prime grenades by right-clicking them during mission prep" or "you can dis/enable individual craft weapons during an interception by clicking their icons". Neither of those are super-obscure but having not known them was super-annoying after I found out.
Title: Re: X-piratez succession game
Post by: Robsoie on August 01, 2019, 03:26:41 pm
While you're in night vision mode (key Scroll Lock by default) from time to time press SPACE to temporarly disable it so you can check if you're going into a place that isn't in the dark.
It's important because after some shooting some location can be on fire, making a sometime large  area around said fire becoming full of light while previously dark, and if a Gal (or an enemy as it can play in your advantage) is somewhere in a light area, anyone can see her regardless of distance (only hard cover will still hide the character) as if it was plain day.

Making said gal the obvious target of many enemies that may be still beyond your NV range
Title: Re: X-piratez succession game
Post by: Rolan7 on August 02, 2019, 03:21:24 am
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.

I'll only mention this because the way you're describing this suggests you haven't seen this but... you can also get to the training options from the bottom left dropdown (dropup?) menu on the Hands screen, which importantly is also where you use the one-time Militia Training (peasants), Shakeup (gals), Gladiatorial Training (both), etc. stat-boosts-in-exchange-for-time-off-wounded options when you have the right people/tech/buildings/gear. Those one-off boost is really, REALLY useful for newly hired hands, so long as you can wait a week or two before needing to deploy them.
About this: I was striving for the Dojo so I could give theoretical peasant recruits Militia training, which boosts their accuracy to a competitive level (though not their strength).  But unless I'm drunker than I thought, the Dojo isn't even required for that Militia training.

So...
(by the way I'm deep in my wine moonshine)
You proll'y want to send peasants through the lengthy militia training.  Proside:  You can play up to two months *if you want*. I did about 25 days before I had to abdicate, the rules are 1-2 months.

But either way, please name us some of us as your pawns.  "Rolling Sevens" if you like.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 02, 2019, 10:18:22 am
right click on the dojo bring a menu that allows to train a certain amount of gals when out of missions, it's very usefull for newly hired hands.

I'll only mention this because the way you're describing this suggests you haven't seen this but... you can also get to the training options from the bottom left dropdown (dropup?) menu on the Hands screen, which importantly is also where you use the one-time Militia Training (peasants), Shakeup (gals), Gladiatorial Training (both), etc. stat-boosts-in-exchange-for-time-off-wounded options when you have the right people/tech/buildings/gear. Those one-off boost is really, REALLY useful for newly hired hands, so long as you can wait a week or two before needing to deploy them.
About this: I was striving for the Dojo so I could give theoretical peasant recruits Militia training, which boosts their accuracy to a competitive level (though not their strength).  But unless I'm drunker than I thought, the Dojo isn't even required for that Militia training.

So...
(by the way I'm deep in my wine moonshine)
You proll'y want to send peasants through the lengthy militia training.  Proside:  You can play up to two months *if you want*. I did about 25 days before I had to abdicate, the rules are 1-2 months.

But either way, please name us some of us as your pawns.  "Rolling Sevens" if you like.

Will do, I was wondering if and how you folk wanted to be represented.  I guess anybody that was named is now dead, so its time for successors.
Title: Re: X-piratez succession game
Post by: Robsoie on August 02, 2019, 10:52:24 am
On my turn i just hired a new peasant and renamed to my Robsoie nickname (i think this one died on someone else turn) so it's not important when that one is lost.
Title: Re: X-piratez succession game
Post by: E. Albright on August 02, 2019, 10:55:15 am
  But unless I'm drunker than I thought, the Dojo isn't even required for that Militia training.

Militia Training just takes the tech, IIRC. Shakeup takes some tech (can't remember what - maybe Young Uber), 10 Moonshine, and 2 Ropes... plus an Extractor, I think? Gladiator takes some similarly-named tech, a minimum of certain stats, and a Beast Den. Only Training-training takes a Dojo/Onsen/etc.

Oh. And since the training time is achieved by injury, having healing facilities will speed up training, possibly a lot. With the 66-day gladiator training, that's particularly important.
Title: Re: X-piratez succession game
Post by: Robsoie on August 02, 2019, 10:57:42 am
simple dojo training seems efficient for peasants, as i have a scarab with machineguns that i had 3 peasants hired to pilot it, the task was to take down very small or small ship (and when ambitious trying to attack medium ones) .
Originally they always missed nearly all their shots, but after months of dojo training, they're very efficient at their job, enabling my Gals to assault downed ships a lot each months.
Title: Re: X-piratez succession game
Post by: E. Albright on August 02, 2019, 11:00:45 am
The Dojo training is great but you have to do it for months. The Militia Training gives them a risk-free boost equal to what a Dojo would take months to impart for 14d or less out of action. And there's no limit to how many you can run through Militia Training at once. Even if they're gonna do Dojo training, doing Militia first would seriously speed up the process.
Title: Re: X-piratez succession game
Post by: Iduno on August 02, 2019, 11:50:28 am
Will do, I was wondering if and how you folk wanted to be represented.  I guess anybody that was named is now dead, so its time for successors.

Replace the name but not the title (Stabbin' or whatever) with our Forum name?

Then skill me up and use me as part of a base garrison where you're training newbies. That should maximize the chances of Iduno dying during a base defense.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 02, 2019, 12:30:45 pm
Will do, I was wondering if and how you folk wanted to be represented.  I guess anybody that was named is now dead, so its time for successors.

Replace the name but not the title (Stabbin' or whatever) with our Forum name?

Then skill me up and use me as part of a base garrison where you're training newbies. That should maximize the chances of Iduno dying during a base defense.

I'll have to look at where we are with Slave Soldiers, but they are typically my go-to base garrison force on Gal games.  They're not common enough to throw away like Peasants, they can actually use some armor, weapons, and have stats, and they are strictly inferior to a Gal for missions.  And they cost the barest funds, so keeping them at base forever is a pretty good idea.

But if you prefer a Peasant or Gal, that is ok too.

I'm also sure that I'm going to name a dog Rolan7, in honor of his glorious base defenses.

I would like to name a Mutant Alliance Advisor E. Albright, but I doubt I'll have one.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 02, 2019, 12:54:07 pm
I'm also sure that I'm going to name a dog Rolan7, in honor of their glorious base defenses.
ftfy
And haha being a named dog sounds great, though even the named ones die real easily.  I'll probably work on getting bloodhounds when my turn comes around, if we don't have them already, their front armor helps a lot.

(named ones do count as soldiers for barracks space is the main issue, but it's an interesting trade-off).
Title: Re: X-piratez succession game
Post by: EuchreJack on August 02, 2019, 12:59:15 pm
I'm also sure that I'm going to name a dog Rolan7, in honor of their glorious base defenses.
ftfy
And haha being a named dog sounds great, though even the named ones die real easily.  I'll probably work on getting bloodhounds when my turn comes around, if we don't have them already, their front armor helps a lot.

(named ones do count as soldiers for barracks space is the main issue, but it's an interesting trade-off).

Once the new barracks completes in 2 in-game days, we'll have more than we need, and the main shortage will be funds for recruits to fill our ships.  So at present, its a good trade.  And the short expected lifespan means that bed shouldn't be filled for long...
Title: Re: X-piratez succession game
Post by: EuchreJack on August 02, 2019, 10:18:20 pm
Let's Begin!
Spoiler (click to show/hide)

So, we deploy and its night.  And I have almost nothing to light the way (although our SMGs have a what appears to be a flame symbol on them).
Spoiler (click to show/hide)

I deploy cautiously.  Fortunately, we start in the corner of the map.

Doggo finds someone, and Cynical Mermaid trys out the UAC Chaingun.  It's super effective!

As usual, the main enemy on Ratman village missions is the terrain.  Its a maze of chainlink fences and crappy buildings.  Let's see if the Minicannon can clear things up a little bit.  Oh, and we have Fire Minibombs.  Maybe I'll play with them too.

I confirm that our SMG can light up the night.
Spoiler (click to show/hide)

Unfortunately Doggo dies, poor boy.

Next turn I use the UAC chaingun to avenge the death of Doggo, and try out the Minicannon.

Spoiler (click to show/hide)

Heh, it hits right in the middle of the fences via its firing arch.  Sure, I'll take the dead ratman over the terrain clearance.

After putzing around for a few turns, I decide not to risk our gals and pull out.
Spoiler (click to show/hide)

Results, at least we didn't lose anything!
Spoiler (click to show/hide)


Research completes.  As promised, I transfer the scientist to Metal Armor.  We now have two people on this task, woot woot...
Spoiler (click to show/hide)

New Recruits!
Hollerin Robsoie
Spoiler (click to show/hide)

Special MCreeper
Spoiler (click to show/hide)

Rince Wind -ed
Spoiler (click to show/hide)

I transfer everyone to the Terror of Da Deep.  I do not intend to be as badly outnumbered in future missions.

Well, I did something.  Barracks will be completed in one day, then I can give everyone else characters.  Till them, later folks!

Thoughts:
What to replace the AirVan with?
Raid here perhaps?
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: Robsoie on August 03, 2019, 05:01:37 am
I don't know if you know as you mention nothing to light the way, but to activate/deactivate (by default it's disabled for some reason) the night vision power of your gals it's by default the SCROLL LOCK key , you can also temporarly turn it off by pressing SPACE when you want to check what's actually dark or full light when moving the gals in the cover of the night.

You can change the color of night vision somewhere in the options too.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 03, 2019, 10:15:22 am
I don't know if you know as you mention nothing to light the way, but to activate/deactivate (by default it's disabled for some reason) the night vision power of your gals it's by default the SCROLL LOCK key , you can also temporarly turn it off by pressing SPACE when you want to check what's actually dark or full light when moving the gals in the cover of the night.

You can change the color of night vision somewhere in the options too.

I can usually remember SPACE, but activating it permanently with SCROLL LOCK usually eludes me.  Thanks for the reminder!

I still stand by the decision not to fight Ratmen in their maze of a village at night, as their night vision is as good as ours, at least with the outfits I had the Gals wearing.

Comms Tower: Anyone ever done one of those?  The quick battle feature crashes when I try to simulate a Comms Tower mission, so I'm completely in the dark.  But I think its an important mission to do, and I think we now have the Galpower to do it.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 03, 2019, 11:36:18 am
The villages stay up for quite a while, no need to hurry and go there at night.

Unless they were lost we should have some bows and flame arrows. Those are nice to light stuff up. If we don't have them anymore they are quick to produce.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 03, 2019, 12:29:24 pm
Yeah ratmen villages are a pain in the butt terrain-wise, and not rewarding in return.  They're full of soft targets so could be useful for training, but not profit.

Comm Towers have quite a few early-mid faction troops, and maybe an esper-equivalent or two.  That means lots of quality loot and hostages available, and the tower itself is relatively easy to lock down and clear, but it can take a significant amount of galpower to overcome the amount of enemies.  I turned one down in my turn because we only had 5 gals, I'd much rather fill a Turtle XD

But I'm more used to mass-fire than properly utilizing high-power gals. 

As for night vision, scroll-lock is super awkward on my laptop so I just rebound the toggle to space instead.  There was a while where I didn't know about the toggle, only the spacebar action...  that sucked a lot.
Title: Re: X-piratez succession game
Post by: Iduno on August 03, 2019, 09:20:35 pm
I still stand by the decision not to fight Ratmen in their maze of a village at night, as their night vision is as good as ours, at least with the outfits I had the Gals wearing.

Better, I thought. Same with any non-human, and most elite units.

Comms Tower: Anyone ever done one of those?  The quick battle feature crashes when I try to simulate a Comms Tower mission, so I'm completely in the dark.  But I think its an important mission to do, and I think we now have the Galpower to do it.

It's a 4-ish story building (so it's easy to find) with a few more units than a shrine ship (for church). Nothing too bad, but you want to bring a lot of gals.


Yeah ratmen villages are a pain in the butt terrain-wise, and not rewarding in return.  They're full of soft targets so could be useful for training, but not profit.

It's a good source of training, and a good source of apples. The Lieutenant is worth researching then robbing. The rest are mostly worth researching (although they no longer know about apples, because fruit is complicated). Plus, they're unarmored and any shitty training weapon works well. Low-end bugeyes and leather whips without the skill to back them up both get improved nicely there.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 04, 2019, 07:55:15 pm
Comms Tower: Anyone ever done one of those?  The quick battle feature crashes when I try to simulate a Comms Tower mission, so I'm completely in the dark.  But I think its an important mission to do, and I think we now have the Galpower to do it.

It's a 4-ish story building (so it's easy to find) with a few more units than a shrine ship (for church). Nothing too bad, but you want to bring a lot of gals.

A shrine ship, huh?  Guess I won't send the blowfish with 5 gals and 2 dogs, even if the veterans are supremely powerful and our new named gals are not bad.
Title: Re: X-piratez succession game
Post by: Robsoie on August 05, 2019, 10:58:40 am
grenades are very usefull too, make sure every gals had a few of them.
they can save a lot of situation.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 05, 2019, 07:51:44 pm
Thanks for the advice!  I might not mention it, but I did in fact use a grenade in one of those "we can see but not shoot" situations!

So, I decide to stop worrying and attack the Comms Tower with what we got: Six gals, one dog, automatic weapons.
Spoiler (click to show/hide)

I decide to equip our Doggo as a bomber.  It proves semi-successful, as he successfully drops the Incendiary grenade to much enjoyment, and drops the HE grenade when he dies, although that doesn't seem to take anyone else out.  Maybe wounds someone, I dunno.
Spoiler (click to show/hide)

And the true limiter of the mission is the Freezing Cold.  Fortunately, most of our gals are in Warrior Armor, which is fairly warm.  And they were in swimming suits before I took over...
Spoiler (click to show/hide)

And we see whom our enemy for today is:
Spoiler (click to show/hide)

So our UAC Chainguns can't hit from the ship to the Tower, and I'd rather not lose our advantage of night fighting by getting closer.  Looking over the inventory, I suspect we can hit 'em with Boarding Guns and Bayoneted Rifles, maybe a UAC Carbine for our greener gals.  I'll looking at you, new named recruits!

I decide to only rearm the new gals, our vets just move closer and their hail of fire makes up for the poor to-hit numbers.  Might have over exaggerated.

Among you new gals, generally your weapons can't kill anything.  Except Special MCreeper, who delights me with a reaction shot kill with the Grenade Launcher-HE shell.  Good job MCreeper!  I love reaction shots with heavy high explosive weapons!

Our more veteran gals are the ones that manage to do most of the work.

After seeing a G.O. go beserk, Rince Winded goes after him.  Using the time-honored enemy detection technique of getting shot, Rince Winded finds her quarry, and actually managed to take him out with her Bayoneted Rifle.  Good job not sucking!  I'm so glad you're in Warrior armor, otherwise you'd probably be bleeding out and near death.

Hollerin Robesoie goes unconscious from a mook in the tower.  Hope she survives, although she was pretty useless in this mission so far.
Spoiler (click to show/hide)


And she dies at the start of the very next turn.  There was a hit on her unconscious body, dunno if that is even possible.  RIP Hollerin Robesoie, thanks for dying in the place of someone actually useful.
Spoiler (click to show/hide)

Hollerin Robesoie's killer dies shortly thereafter at the hands of someone with actual skill.  Rince Winded actually manages to kill another mook by shooting him in the back twice with her Bayoneted Rifle.  I'm starting to not entirely hate the weapon.  Shame it can rarely kill with one hit, though.

And then the mission ends, before MCreeper can finish her mission of stimulating our vet that lacks the energy to stop blocking the elevator to the 2nd floor of the tower.  Still, good job everyone!
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Among other things, we loot another Grenade Launcher.  I love those things.  Also lots of cash, because Trader's Guild.
Spoiler (click to show/hide)

Good Job Rince Winded!  Especially in winning your Bullet Magnet award by not dying, unlike that OTHER gal.
Spoiler (click to show/hide)

Speaking of which, count this as your tombstone Hollerin Robsoie.  Maybe your next gal will prove more useful.  Still, at least you died instead of Rince Winded, who was standing nearby and probably would have died otherwise, so thanks!
Spoiler (click to show/hide)

I'm gonna wait till the barracks is built and we have reinforcements before tackling the Bandit Town.  Hm, maybe Infested Cellar wouldn't be so bad if we use that Flamethrower we've got?  Now what do we have in the world of fire protection?
Spoiler (click to show/hide)

Some new toys have arrived.  While I'm happy to see the Tactical Vests, I'll be happier when the new recruits arrive.
Spoiler (click to show/hide)

Allocate free brainer to the Green Codex.  Have we gotten our free Castaway Gals yet?
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'm going to end here, because I need to think about with whom to fill up our new Barracks.  And maybe solicite some advice.  At the very least, I expect everyone to have named characters.

I think that attacking at night helped us greatly in the Comms Tower mission.  We were mostly able to kill them before they saw us.  It would have been significantly different during the daytime, although I can not say exactly in what ways.
Title: Re: X-piratez succession game
Post by: Robsoie on August 05, 2019, 08:11:22 pm
If you have some incendiary grenades (they should be availble on the market) at night they make great scout devices, you throw them far , it light up whole areas and you can see then enemies that were beyond the range, opening some good sniping opportunity without exposing a Gal first.

Not sure if you know it, but in the geoscape/bridge (where you see the world) you can press A or Q (depends on your keyboard language) then "Select Topic" to access a very good search function : so you can check researches you don't yet have and what you need to research in order to reach them

Still, at least you died instead of Rince Winded, who was standing nearby and probably would have died otherwise, so thanks!

(https://i.imgur.com/sKwvdKO.jpg)

:D
Title: Re: X-piratez succession game
Post by: EuchreJack on August 05, 2019, 08:24:58 pm
Regarding recruiting slave soldiers, it seems that we have the tech, but when I go to the Manufacturing window, the option doesn't appear.  I set one of the G.O.'s to be enslaved, just in case its a lack of slaves.
EDIT: Nevermind, apparently it was Hidden, a feature I know nothing about.  So I stopped enslaving the G.O. (for now), and started recruiting a slave soldier.
Title: Re: X-piratez succession game
Post by: Iduno on August 06, 2019, 08:27:30 am
Thanks for the advice!  I might not mention it, but I did in fact use a grenade in one of those "we can see but not shoot" situations!

Molotovs/incendiary grenades also light things up!

Among you new gals, generally your weapons can't kill anything.  Except Special MCreeper, who delights me with a reaction shot kill with the Grenade Launcher-HE shell.  Good job MCreeper!  I love reaction shots with heavy high explosive weapons!

Until it goes bad.

There was a hit on her unconscious body, dunno if that is even possible.  RIP Hollerin Robesoie, thanks for dying in the place of someone actually useful.

Same as shooting a fence. You can't hit with melee weapons, because nobody is there, but you can hit with guns, whips, hammers, etc. Good for knocking out dogs, zombies, and werewolves even harder.


I'm gonna wait till the barracks is built and we have reinforcements before tackling the Bandit Town.  Hm, maybe Infested Cellar wouldn't be so bad if we use that Flamethrower we've got?  Now what do we have in the world of fire protection?

Infested cellar is always easy, even with small pistols. However, you will probably suffer injuries because of all of the corners. Enemies don't like walking through fire, so molotovs are great if you don't light yourself on fire.

I'm going to end here, because I need to think about with whom to fill up our new Barracks.  And maybe solicite some advice.  At the very least, I expect everyone to have named characters.

Pretty good partial turn. I like to follow very small and small ships before getting interceptors. If you time it right and they don't suddenly speed up or change direction, you can reach them just before they leave your radar area and keep up with them, but you may need a braver/faster pilot (or slower to conserve fuel). Grey ships will almost always land before you're out of fuel, white and blue rarely, and I've seen 1 or 2 green ships land - both harvesters.

Regarding recruiting slave soldiers, it seems that we have the tech, but when I go to the Manufacturing window, the option doesn't appear.  I set one of the G.O.'s to be enslaved, just in case its a lack of slaves.
EDIT: Nevermind, apparently it was Hidden, a feature I know nothing about.  So I stopped enslaving the G.O. (for now), and started recruiting a slave soldier.

I don't know what slaves are good for, other than "taking up" -1 space. That's not much. I've never run with slave soldiers. I bet Nar'Lokks would be good if you could find a way to train bravery and reaction. Bravery mostly takes time and a mission where you can safely holster pistols and stand around for a few rounds (4 rounds below 50 morale, more for very brave gals? Watchtowers are great for that). I read that you can train reactions with very fast (<10 TU) melee attacks. Stun batons are good for that.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 06, 2019, 09:29:54 am
Slaves have negative upkeep, IE generate cash.  It's not a lot, I think it takes a while to pay off their opportunity costs (runt time and lost ransom/bluechips) but they also have several advanced uses later in the game.

Turning them into soldiers is meh.  They're peasants with slightly different stats, and no "boredom" drain to morale.  Which is vital if you use slow camping strategies a lot, but otherwise... not that great.  Without male touch, they're a lot more expensive than peasants since they're made from slaves.  I think they get access to more powerful armors than peasants, and their voodoo potential is supposedly top-tier.

Anyway congrats on that mission!  I was worried it would be a bit much but I'm glad to be shown wrong (:
Infested Cellars are indeed easy, my captain just worries about them because I went in with basic peasants who couldn't hit the red side of a barn.  They're good reaction training, though like Iduno says, watch out for the corners.  The rats can attack a lot of times quite weakly, so armor makes the difference between invulnerability and an embarrassing death.
Title: Re: X-piratez succession game
Post by: Robsoie on August 06, 2019, 11:07:23 am
In the infested cellars there are also a few cats that if they're still alive by the end of the mission can join your animal troops at home.
The big annoyance is when the cellar has a hidden big room in which there are rats that you need to kill to end the mission, fortunately big hammers/pickaxes can break walls and reach those rooms, if you didn't took one with your gals, there should be such a tool lying around the ground near your arrival area.
Title: Re: X-piratez succession game
Post by: Iduno on August 06, 2019, 04:19:03 pm
In the infested cellars there are also a few cats that if they're still alive by the end of the mission can join your animal troops at home be sold for 5k each.

Cats are interesting for one reason, though. They sense enemies, even through walls. So when you've got a cat who is still alive in the infested cellar quest, it will help you find the rats by running to the spot you need to excavate with the provided pickaxe (when you run out of TU or Stamina: drop it, walk one square away, and have another gal finish the digging).

Also, the Tac Vests won't prevent all injuries, but will reduce them. It's still an ok trade to make sometimes. The rats are worth 1k for each one you don't kill, you usually get a chateau de la morte, and you sometimes find some valuable coins. You don't usually risk death (if you have healing items so everyone who is wounded can get healed), but you get ok score, decent money, and hopefully a few Zaxx tokens.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 06, 2019, 11:40:32 pm
What about Warrior Armor for slightly less frontal but full body protections versus Tac Vests?  From the sound of things, having the added protection on the sides may prove vital.

Sounds like shotguns (maybe with rubber bullets), SMGs, and maybe pistols are in order.  But...yuk pistols.  They tend to fire faster single shot than anything else though.
Title: Re: X-piratez succession game
Post by: Robsoie on August 07, 2019, 06:35:22 am
The annoyance i have with warrior armor is that it gives a big reduction to the gals TU , meaning sometime one less snap shot in a turn, less distance covered when moving.

Shotguns are a good weapon from my run, of course focus on getting better shotguns, the ones with auto shots so you can have a target shot 3 times in a turn.
Title: Re: X-piratez succession game
Post by: Iduno on August 07, 2019, 08:17:38 am
What about Warrior Armor for slightly less frontal but full body protections versus Tac Vests?  From the sound of things, having the added protection on the sides may prove vital.

Sounds like shotguns (maybe with rubber bullets), SMGs, and maybe pistols are in order.  But...yuk pistols.  They tend to fire faster single shot than anything else though.

Against human enemies, pistols are great. They usually wound instead of kill, so a melee gal can KO them safely and quickly (then patch them up for a possible bravery boost). They shoot fast, and some are fairly accurate, which means they're also good for reaction shots. Rats are melee and live near corners, so reaction shots are great. Anything bigger than pistols kills enemies, which only sounds good if you don't know about hostages.

Against rats? Try not to blow the cat up. They swarm like crazy, so walking away makes a nice square of enemies you can hit with a single molotov. Or use pistols because rats and ratlings still go down to them quickly (although I try to keep ratlings for ransom, and the leader for robbery).
Title: Re: X-piratez succession game
Post by: MCreeper on August 08, 2019, 01:23:27 pm
So where is the turn?
Title: Re: X-piratez succession game
Post by: EuchreJack on August 08, 2019, 03:27:59 pm
So where is the turn?

I still got it.  I started the game with 3 missions active, so I've only gotten 2 days done.  Hope to have an update tonight.  If I get past the new mission and the remaining one, then time will hopefully go faster.  I'll probably get stonewalled by the Obligatory End Of Month Base Defense Mission.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 08, 2019, 08:42:22 pm
And great fun was had by all...

Before recruitment, I'm going to calculate how many gals we can hire before our Mistress gets lonely and we're stuck with a Baroness that we can't afford.

One Mistress, that I happen to like.
3 bosses per Mistress, so max 5 bosses before new Mistress
4 gals per Boss, so 23 gals max before next Boss
Technically, we can go a tad over with Squaddies, but keeping them out of being promoted until their needed for replacement could be tricky, what with base defense missions and all.  23 gals total is plenty for one base anyways, and I don't think it includes the Mistress and her Boss subordinates.  Total 29?  I wanted to hire some runts anyways.  We don't even have that kind of cash, anyways.
Have 1 Mistress, 2 Boss Gals, 5 Gals, 2 Gals on route, 10 total

Recruitment Time!
We have workshop space for 10 Runts, so hire them.
And we can forget about the named dogs, we don't have the research yet...
Have space for 15 folk and they can all be hands.  Except dunno if my Slave Soldier is counted yet, so better go with 14 for now.
I'm gonna hire all hands, skip the Vets for now as we can't afford them.
Hired 10 hands after selling some stuff.

We also badly need another storage, so I'll build that, then hire as many hands as I can.

And hey, we have Militia Armor!  But we really don't need Militia right now.

Changed Special MCreeper and Rince Winded to Tac Vests, left our more competent Gals with Warrior Armor.  Sadly, both of them are going to be worlds better than the slew of new Hands that we just hired...

Off to the Infested Cellar!  Since I plan to use copious amounts of fire in a confined space, I left most of the explosives at home.  I just hope that I remember to reload them after the mission.

Mutant Alliance mission to kill Traitors pops up as we head towards the Cellar.  It looks like fun!

Academy Experiments also pops up.  I may have to rethink the whole "go on every mission" thing, and the whole "write up every mission" thing...

And Fallout music plays during this mission.  Why does that seem fitting?  I'm pretty sure I killed rats in that game while this music played as well.

Try out the UAC Chaingun versus rats.  It appears to be useless, maybe closer up?

Next, I tried out the SMG with Inferno ammo.  It's super effective!

Assault SMG wasn't too bad.  Precision Pistol seems useless: Too many APs, not enough accuracy.  Maybe the Sudoko blade might prove more useful?

And I mistaken one of our gals for an enemy and successfully shoot her with the Chaingun.  Sigh, sorry Special MCreeper...
Spoiler (click to show/hide)

Kill some rats, except with the Chaingun, of course.

Dunno why, but the Sudoku blades fail us on the next turn.

And then we lose one of the best gals on our roster...

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then I get smart, and start using the Snap mode on the Assault SMG.  Rats die, and the survivors start to go insane.

Freckle Bee, our lone surviving Gal that knows how to fight, switches to a Combat Shotgun with inferno shot.  She proceeds to go reaction fire on the rats before they can pester us again.

Special MCreeper shows that even a half-dead gal can kill a rat with a SMG-Inferno rounds!

What, I don't have to break into any secret room?

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Not worth the loss of a really good gal.  :'(

At least Rince Winded gets something out of all this.  Or should I say Boss Rince Winded?

Spoiler (click to show/hide)

How did Boss Rince Winded get the Chaingunner award?  She wasn't armed with the Chaingun!
Spoiler (click to show/hide)

The Gal who died, may she go haunt somebody else for a while.
Spoiler (click to show/hide)

Since Rince Winded is the only Gal not injured, A Hiatus on Missions has been called!

We get some research, yay!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

With our shortage of Gals, we won't be hiring Peasants for Base Defense missions for quite a while.
Guard Iduno has volunteered to hold down the fort while the Gals go on missions.  Thanks Iduno!
(You better hope the next batch of gals don't get wiped out, or you'll be coming out to play with the rest of us)

Spoiler (click to show/hide)

We run out apples.  That Infested Cellar mission probably bought us an extra day of production.
Spoiler (click to show/hide)

Next Mission?
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: EuchreJack on August 08, 2019, 09:04:21 pm
I've swapped out the Pain Delivery Van for an Airspeeder (tentatively to be named Pain Delivery Speeder, pending better ideas).  We can purchase Seagull missiles and Launchers, and we already have a couple.  Long run, Aircar with 20mm dual cannon is probably better for a cost-to-loot ratio, but if Pain Delivery Speeder doesn't die, it should shoot down more loot than the cost of the missiles.

Right now, Rince Winded would be the pilot by default.  Hopefully for her, one of the new gals will be a better pilot and show up before its first testfight.  Its kinda suicidal...

As for my playthrough, its been a bit slow.  I'll see what I can do to punch out some time, but I plan on turning over the save by the end of the weekend, however far (or not) I've gone.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 08, 2019, 10:24:17 pm
Unfortunately, the Burning Town mission expired before the fire extinguishers arrived, suicide mission cancelled.  I hope nobody is too disappointed.

Non-combat update, as I just recruited everybody.

But first, some research!
Spoiler (click to show/hide)

Welcome our new runts!
Spoiler (click to show/hide)

The perfect training mission for new recruits!
Spoiler (click to show/hide)

More Research!
Spoiler (click to show/hide)

Meet the new recruits!  I tried to fit in everyone that posted in this topic, if I missed someone, or someone lurking wants a recruit, let me know.  We still have openings, I expect more recruits will be needed to replace supplement these lot.  And I'm sure one of the Rolan7s would be willing to go back to being a Runt if someone wants an character urgently.
Spoiler (click to show/hide)

...I suggest checking out the newbies, while they last!
Title: Re: X-piratez succession game
Post by: EuchreJack on August 09, 2019, 02:59:52 am
The Legend of the Night Ninja Gals!

Finally, something to shoot down!
Spoiler (click to show/hide)
And vessel lost...that sucked.  One of the Rolan7's is lost at sea.  Might get a mission to get her back, dunno.

Training mission trains some gals.  Blond EGAN_BW gets the first kill, despite our using non-lethal weapons.  Well, I guess they're less-lethal.
Spoiler (click to show/hide)

Research time!
Spoiler (click to show/hide)

The Long-awaited Scarab is done researching!
Scarab is expensive, and uses primary Heavy Craft Weapons, which we don't have.  And I have no idea how we might have it, either.
Spoiler (click to show/hide)

More research!
Spoiler (click to show/hide)

Waste time undersea.  Bah.
Spoiler (click to show/hide)

I think I'm in love...
Spoiler (click to show/hide)

I take out my fustrations on a poor Lokk'Naar farmer.  Claim he didn't pay his debts, so its ok.
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: EuchreJack on August 09, 2019, 03:12:01 am
Sorry to take up so much space, but a couple of things:
I'm at November 26th, so the Obligatory Base Defense Mission should trigger soon.
I just realized that I might have forgotten to put the newbies in the Dojo.  Now fixed.  Uh, not enough space for everyone, so Iduno, who has had the Dojo mostly to himself for the past two weeks, gets kicked out for a bit.  Any advice on the Dojo would be appreciated.  Does it only track end-of-month, every day, or what?

The big questions:
The whole world is about to open up to us.  All we need is money.  To that end, what should be our next big expense?  I can probably scrounge up about a Million Credits after the end of the month payday, so what single major project is worth the moolah?

Suggestions open, but the following spring to mind:
1) Purchasing Scarab
2) Building a new base (we're full at the Queen's HQ)
3) Buying a Ship Engine: It's the easiest way to get into flight (rather than capturing one), and will allow us to build Hunter-Killers (when we can afford more Ship Engines).

I'm pretty tired, so it should be several hours before I continue.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 09, 2019, 04:27:32 am
Hot Pursuits wouldn't have been a good mission for us anyway.

I am all for a 2nd base, we are way behind.
Title: Re: X-piratez succession game
Post by: Robsoie on August 09, 2019, 04:46:28 am
Good job, it looks like the base is going strong with all those new hands with good stats.
Incredible to see that Expendable Robsoie even survived a few mission !
:D

For spending money, i think you shouldn't buy a ship engine, they can be found on medium landed ship.

The Scarab is good at creating crashed UFO mission (as long as the pilots are competent), on my own run i have it equipped only with 50mm canon (i have a "Lil'Ilya missile launcher but no ammo for it too) and the 3 peasants (that maxed out their training on Dojo) can shoot very small or small UFO without problems.
I have avoided trying to force crash medium ships for now (mostly waiting for when i have a sure way to have ammo for the better ship weapon i have in stock) as from a past test they have very strong weaponry.

But a new base could be very usefull if we only have one for now , extra base means extra coverage to spot landed ufo (and get that landed medium ship to fetch the ship engine :D) .

EDIT : so there's a new version (https://openxcom.org/forum/index.php/topic,3626.0.html) of xpiratez, as Dioxine didn't post anything in the "upgrading your save" thread it should then be safe to update
https://openxcom.org/forum/index.php/topic,4133.0.html
Title: Re: X-piratez succession game
Post by: Iduno on August 09, 2019, 09:13:59 am
And I mistaken one of our gals for an enemy and successfully shoot her with the Chaingun.  Sigh, sorry Special MCreeper...
Spoiler (click to show/hide)

Ah, right. That's the other benefit of pistols. Less bullets fired means less accidental hits.

Guard Iduno has volunteered to hold down the fort while the Gals go on missions.  Thanks Iduno!
(You better hope the next batch of gals don't get wiped out, or you'll be coming out to play with the rest of us)

Spoiler (click to show/hide)

Wow. Those are hilariously bad stats.

Most of us do. Do we have enough rope and moonshine to do shakeups for everyone with less than 60 bravery? At a base with a surgery and one or two other +healing buildings, obviously.


EDIT : so there's a new version (https://openxcom.org/forum/index.php/topic,3626.0.html) of xpiratez, as Dioxine didn't post anything in the "upgrading your save" thread it should then be safe to update
https://openxcom.org/forum/index.php/topic,4133.0.html

I would wait a few days for that, so the end of the next turn? Also, what was changed? I know "Old Earth Base holds 3/4 as many brainers, and you'll need new research then a new building to put the extras back into service" wasn't in the "upgrading your save" thread because it wasn't a conflict.


And I agree with catching a landed medium ship. Easy way to get an engine and some good hostages, especially if we can't shoot down a very small ship yet.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 09, 2019, 11:26:39 am
Good job, it looks like the base is going strong with all those new hands with good stats.
Incredible to see that Expendable Robsoie even survived a few mission !
:D

For spending money, i think you shouldn't buy a ship engine, they can be found on medium landed ship.

The Scarab is good at creating crashed UFO mission (as long as the pilots are competent), on my own run i have it equipped only with 50mm canon (i have a "Lil'Ilya missile launcher but no ammo for it too) and the 3 peasants (that maxed out their training on Dojo) can shoot very small or small UFO without problems.
I have avoided trying to force crash medium ships for now (mostly waiting for when i have a sure way to have ammo for the better ship weapon i have in stock) as from a past test they have very strong weaponry.

But a new base could be very usefull if we only have one for now , extra base means extra coverage to spot landed ufo (and get that landed medium ship to fetch the ship engine :D) .

EDIT : so there's a new version (https://openxcom.org/forum/index.php/topic,3626.0.html) of xpiratez, as Dioxine didn't post anything in the "upgrading your save" thread it should then be safe to update
https://openxcom.org/forum/index.php/topic,4133.0.html

Well, they weren't real missions.  If you survive a base defense mission, it'll be a miracle/tragedy.

And of course a new version of X-Piratez comes out during my turn.  GREAT

And I mistaken one of our gals for an enemy and successfully shoot her with the Chaingun.  Sigh, sorry Special MCreeper...
Spoiler (click to show/hide)

Ah, right. That's the other benefit of pistols. Less bullets fired means less accidental hits.

Guard Iduno has volunteered to hold down the fort while the Gals go on missions.  Thanks Iduno!
(You better hope the next batch of gals don't get wiped out, or you'll be coming out to play with the rest of us)

Spoiler (click to show/hide)

Wow. Those are hilariously bad stats.

Most of us do. Do we have enough rope and moonshine to do shakeups for everyone with less than 60 bravery? At a base with a surgery and one or two other +healing buildings, obviously.

Eh, Special MCreeper survived.

Remember that your character is just an enhanced pureblood human male, not a mutant Gal like everybody else, hence the lousy stats.  But you only cost $2500 a month, so its good enough to help the dogs on base defense missions.  Dogs can't throw Black Powder bombs, after all.

To the best of my knowledge, we don't have access to shakeups, and I don't know enough about them to know what we're missing.  Also, we don't have a surgery, and I don't expect it soon.

Hot Pursuits wouldn't have been a good mission for us anyway.

I am all for a 2nd base, we are way behind.

I should probably point out that I think our primary base both lacks a library (since we don't have the tech) and a place to put the library, unless one of the Plantations gets sold, which is probably inevitable at this point.
Title: Re: X-piratez succession game
Post by: Iduno on August 09, 2019, 12:49:16 pm
To the best of my knowledge, we don't have access to shakeups, and I don't know enough about them to know what we're missing.  Also, we don't have a surgery, and I don't expect it soon.

Er...I meant sickbay. Shakeups require a young uber, from either a pogrom or finishing the research on ninja gals or other units with the "arm wrestle" tech.


I should probably point out that I think our primary base both lacks a library (since we don't have the tech) and a place to put the library, unless one of the Plantations gets sold, which is probably inevitable at this point.

Yeah, plantations are good to keep around for a few months, but once they've made more than their money back, use the space for something else. If you're looking at a second base, you're probably at 2-3 million dollars in the bank at the start of the month anyway.
Title: Re: X-piratez succession game
Post by: E. Albright on August 09, 2019, 12:49:36 pm
To the best of my knowledge, we don't have access to shakeups, and I don't know enough about them to know what we're missing.  Also, we don't have a surgery, and I don't expect it soon.

You need Shakeup Ceremonies researched and an Extractor in the base. You get the ceremony research after learning how to recruit Young Ubers (which if you don't have any yet, typically come from Pogroms, Cullings, less commonly Death and Taxes, and IIRC maybe once in a while Aircar Races?).
Title: Re: X-piratez succession game
Post by: Rolan7 on August 09, 2019, 01:35:58 pm
I saw a couple on a megascorpion hunt in my personal game, but couldn't save them in time.  Which is a shame, I'm over a year in and don't have the research.  Got several castaways, no young ubers yet...  Aww dangit it's because I'm skipping pogroms I guess.  I think you're right about aircar races too.  They might also hang around the mage-ship on top of the tower, as one of the "angry locals" who are neutral to us.

Plantations:  Yeah they're only there to reserve space and save a little dosh.  Ideally they get replaced by 2x2 buildings dramatically reducing the build time, but it's no real loss to just sell and replace them.  They're even preferable to dirt in base defenses, since they're more wide-open than the windy maze of hellerium passages under dirt.

Shakeups aren't great anyway.  Low morale fixes itself quickly on its own, since low-morale causes them to make more morale checks.  That's one reason the lewder "outfits" exist, to intentionally provoke morale checks for training.  In other words, the real shakeup is to send a gal out with nothing but a weapon, and let her sink or swim!

Militia training actually trains skills, but it does cost in time and cash compared to fresh peasants.  And you're still left with a soft peasant.  I do it anyway, but in a pinch it's probably better to just give them shotguns until they get basic shooting ability.  I just like using peasants :P

I would wait a few days for that, so the end of the next turn? Also, what was changed? I know "Old Earth Base holds 3/4 as many brainers, and you'll need new research then a new building to put the extras back into service" wasn't in the "upgrading your save" thread because it wasn't a conflict.
Biggest change is probably the Hunter-Killers defending secret bases.  I saw one of those in a previous game, but I think it was just roaming.  Now we need to be very careful flying near enemy bases with unescorted transports.

But also the HTML Bootypedia!  I've only glanced at it, but already it's a lot easier to compare armors and stuff.  Spoilers, obviously.

Jack Sparrow got an amusingly heavy difficulty increase, heh.  Sounds like enemies basically don't miss anymore, and +33% armor.  Fun XD

Various new missions and enemies too, which I'm excited about.  Some balance stuff... ohno I hope my Linux SMGs got balanced up and not nerfed D:  Enslaving people gives glamour now, which is eh...

OH RIGHT vaults give workshop space now, which is good because Workers were often a better choice!  And the workshop space from hangers got buffed.  *happy runt noises*
Spoiler: Changelog (click to show/hide)
"Extra lore" eh?
Title: Re: X-piratez succession game
Post by: Rince Wind on August 09, 2019, 03:46:36 pm
I suggest we upgrade before the end of the month, so the new missions can be in the next one.
Title: Re: X-piratez succession game
Post by: E. Albright on August 09, 2019, 04:30:48 pm
Shakeups aren't great anyway.  Low morale fixes itself quickly on its own, since low-morale causes them to make more morale checks.  ...

Militia training actually trains skills,

Perhaps this has not always been true, but Shakeup trains more than just morale. STA, HP, BRA, STR, POW. Those other bits can make the first fight or three far less annoying.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 09, 2019, 04:39:03 pm
I am all in favour of shakeups for new gals. It is also one of the few ways to get a point of voodoo power. Not that it matters much, but it might the one to resist an attack,
Title: Re: X-piratez succession game
Post by: Iduno on August 10, 2019, 03:16:02 pm
I suggest we upgrade before the end of the month, so the new missions can be in the next one.

I've taken a look, and it's just adding things. Worst thing that happens is researchers get 2 new techs for interrogation.

Also, you can learn about ship engines from traitor bugeyes from the Traitors at Large mutant bounty mission.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 11, 2019, 02:06:02 am
I suggest we upgrade before the end of the month, so the new missions can be in the next one.

I've taken a look, and it's just adding things. Worst thing that happens is researchers get 2 new techs for interrogation.

Also, you can learn about ship engines from traitor bugeyes from the Traitors at Large mutant bounty mission.

That last part alone is worth updating.  If we're really lucky, we'll pull one of those missions and get Ship Engines without having to buy or salvage one.  They're a million a pop, so not having to sacrifice one for research is a great deal.
Title: Re: X-piratez succession game
Post by: Iduno on August 11, 2019, 11:44:14 am
Also, you can learn about ship engines from traitor bugeyes from the Traitors at Large mutant bounty mission.

That last part alone is worth updating.  If we're really lucky, we'll pull one of those missions and get Ship Engines without having to buy or salvage one.  They're a million a pop, so not having to sacrifice one for research is a great deal.

The Traitors knowing about engines wasn't even in an update. I think we've just always killed things instead of interrogating them. In unrelated news, we're kind of behind on tech for some reason.

We also don't need interceptors for excavators, reticulans, and the occasional police or academy vehicle that lands if you follow them for a while (button in the upper left). But if you kill everyone, you don't learn anything from them. Although we'll want to take off if we find a reticulan ship with a siren, sectogre, or mechtoid. I don't know if anything we have can take down a mechtoid.

Also, if we can upgrade before the end of the month like Rince Wind suggested, we might see new missions. I don't know if they're early game or not.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 12, 2019, 12:14:08 am
Updating now
Title: Re: X-piratez succession game
Post by: EuchreJack on August 12, 2019, 02:25:03 am
The save (http://dffd.bay12games.com/file.php?id=14508), writeup incoming.
I'm going to be out of town for a couple days, so I thought I'd make this available for the next fellow.  My apologies for not putting in a full month, but this seemed like a good place to stop.  Good luck MCreeper!
Title: Re: X-piratez succession game
Post by: EuchreJack on August 12, 2019, 02:40:47 am
Do an inventory review, we're short on Tac Vests.  Order some more.

Bountyhunting Mission D: Crackhouse appears, and so we are off!

Vault completes

Blasphenmous E.Albright uses a grenade launcher versus a Tough Guy, thinking it to be overkill.  He survives what appeared to be an almost direct hit.  Tough Guy indeed!

Meanwhile, I manage to blow myself up firing the Assault Cannon inside a building.  Fortunately, I survive, and nobody else is hurt.  Guess I won't be able to fight at our monthly base defense mission and die heroically.  Really sorry about that.

Spoiler (click to show/hide)

That coward Expendable Robsoie would rather sit around the hospital for 18 days rather than protect her betters.  Obviously not as good as the original Robsoie.

More research incoming!
Spoiler (click to show/hide)

Discovered that we can't buy Assault SMG clips, but we can make them.  So I set some Runts upon this task: I love that gun.

A ship has landed, we try and attack them on the ground.  Get me thar Ship Engines Gals!

Spoiler (click to show/hide)

They land, and I see the familiar camo of the Spartans.  I got a good feeling about this!

Once again, the terrain proves to be the true enemy.  The trees keep us from landing any good hits.

After what seems like forever, Rince Winded lands the first kill, as expected from the veteran.

Worried Rolan7 proves to be the best of the Rolan7 line, landing one wounded enemy with reaction fire.  I also credit the Assault SMG which both Worried Rolan7 and Rince Winded are armed.  I love that gun!

Violent Rolan7 gets wounded by a grenade.  Not the best Rolan7, I guess.
Spoiler (click to show/hide)

An unimportant Gal, Salad Dog, bags a Spartan Scout.

Good Rolan7 heals Violent Rolan7 and Compassionate hector13 carries Violent Rolan7 back to the safety of the blowfish, both living up to their names.

I've also been quite impressed with the Manstopper as of late, as yet another Spartan goes down to it.

And then Salad Dog actually manages to kill someone with her Combat Shotgun on reaction fire, and the mission ends.
Spoiler (click to show/hide)

Small ship engines, I was afraid of that.  But at least they sell pretty well...
Lots of Awards on this mission.  Congrats all, especially Rince Winded, our Star performer.
Spoiler (click to show/hide)


I worry that we will be critically short on Gals for the End of Month Base Defense Mission...

Spoiler (click to show/hide)

End of Month.  What, no base defense mission?

Chainmail completes.  Complain about it slowing you down all you want, this is going to be our standard armor.
Spoiler (click to show/hide)

I think I've found a new lover.
Spoiler (click to show/hide)

Now we have the option of either challenging one of our employers to give us a B-level mission, or not challenging them for the Infamy bonus.  Sounds like a good thing for someone else to decide...
Spoiler (click to show/hide)

Well, it wasn't a full month, but I'm going to be gone for a couple days, so this seems like a good time to hand over the reins to someone else.  Thanks for letting me participate, and I hope things have improved under my reign.

Now, if the next person hates chainmail, at least let the first set of armor get made before you cancel it, it's almost done and all.

Status as of December 2nd, 2601:
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: EuchreJack on August 12, 2019, 02:47:25 am
Some closing note:
With the Spartan ship, we got Kevlar pieces, which can unlock some pretty good armor over time with the investment of research.

I had unloaded the Blowfish completely, expecting a Base Defense mission and wanting everything available.  While I threw some basic stuff back into the craft, I would suggest MCreeper review its contents before taking it out.  Unlike me, who went out on his first (couple) missions without doing so...

Lots of choices that I don't have to make.  Whether to issue a Bounty Challenge.  What to spend our Million Credits on.  I trust that good things are in our future!

Just to clarify, I'm quite happy to hand over the save, I just wish that I had more time in my life to play through a whole month, as I feel that I haven't lived up to what was expected.  So thanks for letting me participate in a limited way.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 12, 2019, 03:52:33 am
You can just save a ships equipment by pressing f5 in the screen where you choose said equipment. f9 reloads. Then press X to unload it all. Both also works in the inventory screen for saving loadouts, and you can save 20 of each.
The stuff in the ships is available for base defence anyway, btw.
Title: Re: X-piratez succession game
Post by: Robsoie on August 12, 2019, 11:08:55 am
December WEEK 1
While everyone was away, the masterplan of Expendable Robsoie reached completion : hiding in the infirmary and convincing everyone that they should let her command.
It was easier than Expendable Robsoie thought as the Gals liked booze and Robsoie had lot of it in the infirmary to get everyone on her side.

A great party was organised to make sure the reign was correctly setup, unfortunately one of the plantation exploded due to some drunken Gals pressing some combination of button none knew about
Spoiler (click to show/hide)

Then we noticed someone sold a lot of fruits and vegetables, probably to add more money in order to spend it on useless shiny stuff.

Anyways, once the party was over Expendable Robsoie started to show her true colors , she immediately ordered a complete military rule, no more fun and etc, now it was time to shoot more things with immediate effect according to her words, surprisingly the Gals took it well.
Many exploding stuff was ordered from the black market, as apparently "things must explode" according to the new ruler.

A Spartan Scout was very afraid from learning that, and decided it was a good idea to share her knowledge of Fuso Sword
Soon enough a Gal probably smarter than the others decided to give names to random things, leading the brainers to invent the concept of
Named Dogs
Everyone thought it was a weird idea, someone decided to make a song out of it , it made some kind of noise, leading one of the Brainer to wonder if that could be
VooDoo

Yeah, none was really taking them seriously anyways, especially after Expendable Robsoie ordered everyone to wear swimsuit until she would get a better idea. Man we were so doomed.

Fortunately we were starting to understand
Kevlar Armor Parts
That at least could lead us to a way of not dying so soon when shot once the leader would have enough of the swimsuits.

It was time for a bounty hunt, the boss really wanted to explode things and we thought a bounty hunt would be perfect for this
Meanwhile a few very small ufo were flying around, probably civilians but our super slow "Terror of Ta Deep" would never catch them so we never bothered.

Boss called for buying a faster ship, but the finances weren't that good anymore so she was convinced to take some more time in the infirmary instead, but on the way she run into some odd thing she decided to call
Scoped Rifle
As if it wasn't obvious.
Fortunately the Brainers came with something more interesting :
Combat Shotgun
Ah something mighty nice to auto shoot things, at least it allowed us to purchase more of them and more ammo.

Anyways, all that happened while the transport ship was slowly progressing toward a level C bounty hunting, a Mage and his goons were fleeing from the result of their evil deeds, the boss ordered him to be exploded ... of course.

According to Expendable Robsoie orders, one of the Gal deployed the mortar and started to shell the locked ship in the top of the tower, the goal was obviously to explode its roof then explode the mage and his pals inside.
It actually worked to the surprise of everyone, but before the Mage and his crew inside the ship died an exploding way, a noblewoman, probably one of the Mage friend that forgot to get into the locked ship, was shot down by shotgun
Spoiler (click to show/hide)
(too bad you can't hear in that screenshot the numerous death screams that followed that explosion, the Gals appreciated them for some reason)

The success was complete, everyone had exploded as required by Expendable Robsoie, the noblewoman somehow survived her wounds so we took her for interrogation later.
Spoiler (click to show/hide)

No wounded Gal, that was just brillant, maybe the boss plan of exploding everything was a good idea after all instead of a predictable disaster, though it would be hard to get more people for the brainers interrogation party, unless they can interrogate guts and body parts.

While we were waiting for more ammo to come from the black market another level C bounty hunt came up. The boss from the infirmary ordered "explode them all" again , the crew of our molasse transport was re-arranged with the best TU gals (well the ones not wounded) to get in, we needed all the TU we could for moving and exploding things, helped by the swimsuits.

During the flight the Gals learned with joy that the brainers discovered it was possible to manufacture Guerilla Gear, something that works great in day and night camo and is very good for reaction fire. Hopefully not reaction fire with explosive launchers as it would get messy fast.
Guerilla Gear require kevlar meshes, good we have the technology to extract them from the many kevlar stuff we have.

The mission was taking place on some ruined archeological dig (similar to the cellars), it was filled with several kind of zombies.
Rince Winded was really hot for this kind of thing with her Grenade Launcher, maybe too hot
Spoiler (click to show/hide)

She went to sleep a bit after (good we had bandages as the boss wasn't against them fortunately) and after some dungeon crawling there were more undead being dead again.
Spoiler (click to show/hide)

Once at base , things calmed down a bit until the end of the week.
Next week we should get some underwater adventure or another bounty hunt, the better things are exploding the more happy the boss is.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 12, 2019, 01:45:55 pm
I'm glad I'm still in the Infirmary.  Maybe I can get injured and go back there until the next Commander takes over.  :P
Title: Re: X-piratez succession game
Post by: Robsoie on August 12, 2019, 04:17:25 pm
Man, that's a tragedy

December WEEK 2

There was a com tower near our base, it's used for propaganda, Expendable Robsoie from her infirmary bed ordered the destruction of it, with explosion if possible.

It was filled with Church of Sirius members, the boss wasn't caring and so we resumed the assault
Spoiler (click to show/hide)

The Gals remembered the rules of engagement from their boss
Spoiler (click to show/hide)

Overkill is not a word that was part of them.
The mission went well after that, if "well" meant we got several Gals wounded.
But at least there were more explosions and a positive note in the end.

Spoiler (click to show/hide)

Positive because all the Gals got nice xp points in many things, without being dead yet !
And when the Gals returned the brainers told them they had discovered
Super Saw Off
that seemed nice, had auto shot (2 instead of 3) and could be used 1 handed.

We had now several kevlar meshes, the Gals launched the production of a few Guerilla Gear while a medium sized ufo was flying at some distance before disappearing.

The Noblewoman wasn't that noble anymore after the Brainer got finished with her and told her a mysterious "sometime the answer is hidden in plain sight" , yeah more useless things that aren't about explosions, the boss was disapointed.

Coincidence ? a very small UFO landed close, we sent Gals to investigate but the UFO saw them coming and launched to space immediately.
Pondering for a few seconds the last words of the noblewoman, before forgetting about them with vodka, the Gals were thinking about the next move.

When not only they got a distress call but a pogrom warning then later an organ grinder (ha ha, no thanks).
Decision from the boss was to get to the pogrom first and explode everything there, it was mostly a test to see if we could survive a pogrom with explosions.

Looks like it was a bandit invasion as we saw ratmen, highwaymen, ghouls etc ..., they tasted the new Gals combat doctrine
Spoiler (click to show/hide)

The town was near destroyed.

It was filled with enemies everywhere, without explosions i don't think the Gals would have made it alive (lots of them were wounded i was really surprised some survived the many shots they took), well one of them was killed and that was Nasty EuchreJill, after getting hurt by a blood dog, she got then murdered by some ghoul shooting at a distance while she was out of ammo (as she used her grenade launcher as reaction fire)
Spoiler (click to show/hide)
The ghoul after that had a mortar heavy shell landing on him, i guess he should have thought before rushing and shooting, mortars did a good job against the 2 armored cars that were roaming around.

But no sadness as the lost Gal did good so the Gals launched a goodbye party.
For the party a prisonner told us about Military supply mission the enemy likes to do, thinking he would get safe from this... he was wrong.

Lots of UFO were suddenly spawning around, that's going to have a negative score impact, annoying but good we got some positive score in that first week to counter balance those pests.
Spoiler (click to show/hide)

Only 3 of the 8 Gals could still fight after that progrom, fortunately a few Gals got out of the infirmary, so we could gather a squad of 6 for the warehouse wars that just started close by, the current Mistress herself (Cynical Mermaid) was now available, but she wasn't just right in her head as she was screaming something like "kill them all!" every 2 hours and a half so the boss decided to assign her a savage outfit and a barbaric axe so she have a field test of those axes things.

It started well with explosions !
Spoiler (click to show/hide)

But the Mistress decided to ax murder 3 guild folks, oh well at least she got more xp, we should really get her to get some therapy, she's a bit too bloodthirsty for the boss, because she does not make things explode, she only ax destroy them.
Spoiler (click to show/hide)

Out of this, the situation with the wounded was getting a bit out of hand, an explosion in the previous mission wounded 3 Gals , Expendable Robsoie noticed that and decided to add some water in her vodka and asked the Gals that in the next mission they would go for a complete knock out fiesta, no explosion, promise !
Until the Gals finally get the hang of handling dangerous things without compromising personal health.
Spoiler (click to show/hide)

I guess someone at the Sick Bay isn't making a great job, but as the boss had no idea who was that, none walked the plank for now, to distract the investigation the brainers suggest to work on
Weed Plantation
Because apparently it makes money, the Academy Medic interested in that plan for some reason shared his infos on
Life Support System
It didn't prevented her to be fed to the sharks when the boss figured out it wasn't really helping for more explosions.

Meanwhile the brainer discovered that
Zombies
are zombies, well done guys !

Some missions were waiting, but with so few Gals able, Expendable Robsoie had no real choice but to wait until some of the troops would get better to send them to their doom, especially as she was very close to be able to get into missions again
Title: Re: X-piratez succession game
Post by: Iduno on August 12, 2019, 08:19:14 pm
Status as of December 2nd, 2601:
Spoiler (click to show/hide)

I think we were planning on getting rid of the burrow (2nd from left, 2nd from bottom) once the beast den completed (it did). That'll get us one more hopefully useful room. Maybe a library?

And maybe put a new barracks (do we need one?) next to the hangar? We'll have a fairly defensible base.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 12, 2019, 10:06:16 pm
Keep in mind that building over the burrow will be faster than building over dirt, but yeah.  We don't need a burrow with barracks and animal dens, it's just a placeholder to be built over.

I'm enjoying the writeups!  I'd say more but I want to do them justice :P
Love the many Rolans
Title: Re: X-piratez succession game
Post by: EuchreJack on August 13, 2019, 01:29:48 am
Instead of dumping more money into our base, could we please have a second base? At least until we can build a library, that has to go in the main base.  Regarding the personnel, I would suggest a recruitment drive, we are way below the soft cap of triggering another Mistress.  On that note, should you decide to recruit some more gals (or other things if your cheap) I would humbly request another character.  Ghost out
Title: Re: X-piratez succession game
Post by: Robsoie on August 13, 2019, 06:13:05 am
Yeah, i was planning on a 2nd base, i was waiting to recover a decent amount of money (as i went into spending half of what you had left into weaponry and explosive things :D )  , something that happened in week 3 that i'm currently playing, thanks to a very lucrative temple raiding with lots of money purse and a bag of money.


Title: Re: X-piratez succession game
Post by: Robsoie on August 13, 2019, 09:23:40 am
December WEEK 3

Good news : some Gals are out of the sick bay
Bad news : Expendable Robsoie is out of the sick bay

At least the Brainers looked into
Rifle Bullet Manufacturing
that allowed us to manufacture more ammo types

And because they're amazing, the brainers figured out that a
Zombie Fatman
is a fat zombie ! didn't i told you the brainers are extraordinary ...
At least we also got the analysis of a zombie fatman corpse

Anyways, time to raid the temple of Sirius, we had a good need of money.
The boss is with us, and according to her rule , "no exploding this time, we try to knock out everyone" , easier said than done when you still have the Mistress in the ship with her barbaric ax as she didn' want to switch to something else.

The situation wasn't that good, especially as several of the Gals that are able at that point are still not that trained (and so even in swimsuit remains with little TU). The best Gal, the Mistress/Ax murderer will just running around looking for not-KO-ed cultists to cut in two.
Assuming they survive , it should make a good training for the current weaklings so they get more TU

It was good, the Mistress even refrained to cleave people and punched them unconscious with her massive strength (the savage outfit helps)
Spoiler (click to show/hide)

Expendable Robsoie was wounded by the priest of the cult, fortunately (or unfortunately depending on who you ask at the base) she was patched up quickly and could resume shooting people with her chaingun.
Said priest ran right into the heavy machinegun we posted in overwatch at the temple entrance, bad luck i guess.
Spoiler (click to show/hide)

In the end it was good enough, we killed more cultists than planned (the "better them than us" engagement rule) and got a few interrogation targets. More importantly we had money (bag of cash and money purse) and gals like Special MCreeper and Violent Rolan7 made some good xp (and more TU).
Spoiler (click to show/hide)


Expendable Robsoie managed to get another 2 weeks in the sick bay, we are starting to believe the boss may have wounded herself on purpose to avoid doing the missions she orders us to do, what an useless ruler.
Spoiler (click to show/hide)

Happy to see some money (we're back over 1 million ! )  finally coming instead of leaving, the brainers discovered some
Hideout Shroud
technology supposed to reduce he chance of us being detected by 50% , a good way to avoid possibly getting so many base defense.
the smarter brainer also completed his researches on the
Zombies Examination
so we know their stats now , they're indeed zombies.

A bounty hunt popped up again, 2 gals fortunately emerged from coma to replace the wounded one, and that dubious boss of us.
Expendable Robsoie told us that the previous rules were no more, we were back to "explode everyone" as long as our prison was still filled with prisonners.

Meanwhile Guard Iduno is still guarding the base.

Time to now strike at a Humanist Arsenal (the bounty hunt) , maybe we'll get more stuff and goodies from this, and hopefully no wounded Gals.
From her sick bay bed, Expendable Robsoie left some tactical notes to help us in the mission, something about "boom", "explosion" , "destroy" etc... I mean at that point what were we expecting from her ?

Once on the zone, we deploy , the Gals were still feeling some unease when the Mistress and her barbaric axe took position in the middle.
Spoiler (click to show/hide)

The fight started but it was unfortunately clear that the humanist had some kind of night vision device because they were seeing us from beyond our views, so much for our "special power" , it got Special Mcreeper a rain of bullet, sadly she died just before a Gal reached her to stabilize her wounds.

Spoiler (click to show/hide)

That made the Mistress go full amok , she cleaved in 2 a military police despite his body armor and it was only the beginning for her, she wanted blood and Special Mcreeper was only an excuse.

We also deployed the mortar as a retaliation, we could hear in radio the boss being so happy that things were going to exploding.
Spoiler (click to show/hide)

After some ax murdering spree, the mission finally completed we were in fact very glad to have the Mistress there because the humanist arsenal had a bunch of military police that are well armored, barbaric ax maniac was tremendous against them.
The bad side is that she tires quickly so she had to take turn to refill her energy as we forgot to give her some energy drink
Spoiler (click to show/hide)

so more wounded and another death :/, man that wouldn't be good if it wasn't for a very nice loot.
Spoiler (click to show/hide)

It was time the brainers were finished with torturing that damned Ghoul, we got information about
Toxigun
A very nasty chemical gun, unfortunately it does not make things explode .. yet.

A mansion robbery opportunity happened, sadly we were extremely low on able Gals so instead we relaunched production of Chateau de la Mort as we got apples it should make more than a million in the month. We should then be able to build a new base soon.

Between screams of terror an altar boy told us about
Topaz
that seemed shiny , maybe related but we detected a Bandit Town nearby, the boss ordered it to be crushed, probably with explosions, Expendable Robsoie being so predictable.

Spoiler (click to show/hide)

We met the bandit lord, our axe murderer Mistress badly hacked him, but on order from our own boss saved him from death as we needed the informations he could have on more explosive things. Good she had some bandages to stop the heavy bleeding on that bandit boss due to ax murdering hacking.
Spoiler (click to show/hide)

The battle was though as it became clear that we had no night vision advantage as the bandits had special guys there (the Gals only have better night vision than basic civilians, but nearly every other enemies have either the same or for most of them have much better night visions than the Gals) we had to use grenades to clear large open areas we knew had enemies but could approach without risking nasty reaction fire from the whole maps.

It was also very tedious map because it seemed the enemies were nearly never moving out of their spawning zone, i nearly thought i was playing that Xenonaut game in which the AI nearly never move around, very annoying.

Anyways, we had a lot of wounded Gals again but we completed the mission surprisingly without loss (as most Gals were unconscious i thought they were goner but still in the end they weren't yet dead) , some good luck for once.

Spoiler (click to show/hide)

A Guild Hostess told use about the
Fun-Go
drink, but we threw her to the shark anyways.
We spotted another Warehouse Wars but we had to postpone, only 4 Gals in the whole base were still able, i wanted to recover more in case we get a base defense. Maybe i should recruit but in the same time i'm sparring money for a new base (1.2 million for a new base !)

The Brainers put together the plans of an
Assault Machinegun
Sounds nice and more accurate than our heavies MG though obviously less damaging, we finally got more infos on the
Singer Zombie Examination
Those are nasty things, a G.O. screamed while telling us about not being able to manufacture some stuff until we had the required buildings in the base, he's still screaming , it's amusing the sharks apparently.
Zombies
researches taught us about some of them having "zombie juices", i don't want even know what it is.
A Military Police told us about Riot Shield before escaping by jumping through a window, poor guy he couldn't guess the shark pool was just below.
A Brigand was asked about Manstopper pistols, he revealed it all gladly , the sharks were really happy to hear that before eating him.

It was a more tiring week than i thought, probably because it's nerve wracking to play in ironman for old me :D
Title: Re: X-piratez succession game
Post by: Rince Wind on August 13, 2019, 01:25:39 pm
Maybe you were standing in the light in that arsenal mission? It is not indicated in night vision mode.

I still don't understand why everyone is so eager to do nightmissions. Bandit Towns stay up for a long time, could have gone in daylight.

In my game I have a convoy, and its job is basically to keep missions on the map so I can come during the day.
Title: Re: X-piratez succession game
Post by: Robsoie on August 13, 2019, 03:03:45 pm
I regularly press space to make sure i'm away from light, but as mentionned the problem is that the only nv advantage you have with the ubers is against the civ-level of enemies and the bandit town features several enemies that have 16 (there were several blood hound and ratman brigands on that map) and several that has the same nv as ubers.

The reason of night battle is the mix of lesser visibility range and light manipulation (throwing fire/light a long distance reveal so much enemies that in turn can't see you) can allow you to have 1st shot most of the time, and even better are fantastic scout for your mortar fire without exposing anyone.

Anyways that's why i love so much the night ops armor, it gives 20 instead of 12 nv, while lowering the enemy own nv so you usually will always get the 1st shot, after that unfortunately the AI maphack trigger and you're revealed for 2 or 3 turns, too bad it seems we're not close to have such armor in that succession game.


Title: Re: X-piratez succession game
Post by: Rince Wind on August 13, 2019, 04:14:27 pm
Wait until you see the vampiress robe. ;)
Title: Re: X-piratez succession game
Post by: Robsoie on August 13, 2019, 04:24:48 pm
I am probably so far from it i wonder if my personnal save will survive until then as i started to see a couple of stargods on a medium ship :D

December WEEK 4

This is difficult time, on one side we can make a new base now and probably a couple of buildings, on the other side we never cease to have lot of wounded Gals in each missions so after a few we're out of able Gals.
Additionally we may the have a big problem if there's a base defense being triggered.

So the decision was made to spend money to hire more warriors (ubers with a warrior armor and more importantly better stats than normal hands , so less training is required to get them "usable") they're very expensive so that's why i will not be able to build a 2nd base just now.

The 2nd base will be a decision left to the successor, if we survive the week of course :D

So how about a Ratmen rodeo ?
Expendable Robsoie made a conference for the Gals she had an interesting idea on how we should attack the ratmen city, as good loot is good loot.
While all the Gals were listening with bated breath, wondering what kind of marvellous tactic the boss was going to invent, Expendable Robsoie broke the silence and told everyone : "we explode their town and it's game over for them"

The silence was actually deafening, all of that hype (the boss even hade made a poster for the conference !) and etc  and it was again about explosion.

Oh well, i guess you don't change a "winning team".
So we shelled the town both with mortar and grenade launcher.

Spoiler (click to show/hide)

It was smelling burning ratmen everywhere in the destroyed town.
But nasty ratmen are nasty, a few of them somehow survived and managed to injure a couple of Gals, minorly but still they'll have to take some time off. In the end we succeeded fortunately without losses and fetching a few more previous apples (Chateau de la Mort is a good seller)
Spoiler (click to show/hide)

When coming back to the base a Shrine Maiden, before disapearing who knows where,  described the
Nordfederation
supposedly a bleak place, but what isn't a bleak place out of our base ?

The boss was having a big smile as he was monitoring in the sick bay screen all the explosions when we leveled the ratmen town , good for her i guess but the sick bay was a bit too much populated now

That didn't fazed the previously captured bandit boss that told us about his business with
Combat Drugs
Telling how important it was for the business that he was freed.
So we freed him, above the shark pool, maybe it was the sun reflections but it looked like the sharks were also having a big smile.

And it was time the Brainers got back to work, so they finally understood how
Frag Grenade
works, this way we will finally be able to get more of them from the market at some point

While spending time in the sickbay, a brainer was reading a recently "acquired" Solar Courrier , it was about
Biocock Insanity
Basically imagine if you crossed a rooster and terminator, that's something Ratmen are doing apparently.

Rolling EuchreJill joined the forces (where the hell are the other Gals i purchased) accidentally with rolling the wrong number on a dice.
A military police trying to escape the sharks told us about
Blackmarsh SMG
But couldn't really outswim the swimming monsters for very long.
He was joined soon enough by a Church Neohphyte that was never stopping to talk about
Cargo Freight
A Humongous Raider that was nearly as big as the shark that managed to eat him in the end had some papers about the
Raider Gunship

Meanwhile our boss was reading a Gun Almanach and there was in the central page a whole article about
CAWS

A Blood Hound hunt party was launched, those crazy Gals approved for some reason but the boss in a very rare display of wisdom decided to not allow it, we had so few Gals, not all the Gals we requested from the market had arrived yet and i just hate blood hounds.

A Brainer found in a Gun Almanach some explanations about the
Minigun
For wasting 30 bullets by shots, it's apparently coming with a sign from Jesse Ventura and the Brainer was so happy about it that she invented the
Human Frogman Outfit
Though i'm not sure a Minigun would work underwater, but Expendable Robsoie didn't had the heart to tell her about it.

The Brainers told a Brigand he would not be thrown to the sharks, happy to hear that he told us about their
Cobra Runner
Too bad for him the brainers love to tell some lies.

And as the month was coming to an end soon, Expendable Robsoie and many other Gals finally got out of Sick Bay, it looks like for the first time in weeks we can finally fill our Terror of Ta Deep with 8 Gals !
Wow, what a progress.

Oh and we won a rare neutronium coupon in the lottery, worth 666000$ !
I didn't sold it as i don't know how far/close we are from being able to work on it, but in case we need money fast, it's a good one in stock.

Trench Gun
Was discovered by mistake the Brainers told us that, we're still wondering what was the mistake.
It was also time the Gals that were missing from the previous shipment finally arrived, one of them was Deadly MCreeper that came to join our crew because of some deadly bad luck.

Just what we needed, more Gals to finally replace the one that will die in the next months.

That batch of new recruits came with some new ideas
Car Parts
that allowed us to make an examination of the armored cars we destroyed in a mission this past month.

So it was a very calm week, mostly because the boss had decided to wait for the -many- Gals to get back from the Sick Bay so several missions flew past us.
Very bad news came, there's the presence of an enemy base in the South Pole, very bad i'm so happy to not be the one that will have to deal with that :D
Spoiler (click to show/hide)

End of month score wasn't as bad as i thought with the missions we avoided as it's still positive.
The Gals made a big party, Expendable Robsoie was invited as the main guest, let's say the boss was surprised and happy at learning the Gals apparently cared about her.
It was when the party ended that the Gals threw Expendable Robsoie to the shark, singing a song together about "good riddance" , "we all hate you" , "your explosions nearly killed us all" etc...
Fortunately for the ex-boss the sharks had been moved to another pool, so Expendable Robsoie avoided a painful ending.
Oddly the Gals weren't upset much, after all there would be a lot of death and destruction in the path ahead anyways to make them happy, but still they demoted Expendable Robsoie to simple crew member and hoped to never see another disastrous reign like that.
Spoiler (click to show/hide)

Good luck to the next, here's the save :
http://dffd.bay12games.com/file.php?id=14511

I didn't setup a 2nd base as i wasn't sure i would have enough money
But in the end it appears i got way enough with all that is left in the vault (that you can sell for a lot more money several of those expensive items) so a 2nd base should be no problem with even more warriors in it, but i decided to leave that up to the next in line :)
Title: Re: X-piratez succession game
Post by: EuchreJack on August 13, 2019, 06:41:10 pm
Oh I don't know, maybe armor might keep people from getting injured... Just saying.
Title: Re: X-piratez succession game
Post by: Robsoie on August 13, 2019, 08:43:33 pm
Due the big random variation in damage calculation, i never saw much of a difference in survivability between a swimsuit and a warrior/tac vest from the front (but i see a big difference in TU), it seems my Gals are injured or dying the same (warrior armor being considered large it give accuracy bonus to enemy shooting you, maybe it plays a role too in not surviving better than swimsuit).
Maybe it's just my bad luck though :D
Title: Re: X-piratez succession game
Post by: Rince Wind on August 14, 2019, 11:57:14 am
I'll probably get to play tomorrow.
Title: Re: X-piratez succession game
Post by: Robsoie on August 14, 2019, 12:45:07 pm
I just remembered, the base is even worse as in current version it's protected by that hunter killer thing (you can see the small radar circle) , so you can't simply send a transport ship there or it will be intercepted and considering what we have and its very small speed it would mean the transport would get destroyed everytime.

So i guess it means we will be forced to get an attack ship first, i think we had access to the scarab, but i have no idea if we have decent weaponry (i hope we have plenty of missiles though) to get rid of the hunter killer before it can destroy our ship.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 14, 2019, 03:08:58 pm
There is no point to go to the base anyway. It is -500 points a month, that shouldn't usually be a problem. We really need a 2nd base and a 2nd team, so we can make some more missions and find some new ships. Before we go there (unless we just want to grab stuff, but that costs quite a few points as well). We don't know who there is, so it is hard to prepare. We have other problems, I think.
Title: Re: X-piratez succession game
Post by: Robsoie on August 14, 2019, 03:47:57 pm
only -500 ?
I was worried it would go worse.

Fortunately there's enough to make a 2nd base (as the base itself will cost 1.2 millions) + hire enough warriors (and equipment) to protect it and start building some facilities in it with all the money waiting to be obtained from some expensive stuff i hadn't fenced yet.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 14, 2019, 04:27:17 pm
I managed to play a mission ... and I hate slow ships, we missed a landed ufo because of that.
Title: Re: X-piratez succession game
Post by: Iduno on August 15, 2019, 11:44:40 am
We should start seeing space missions at around the 1 year mark (if we haven't already). Have you heard about the bug with space?

http://www.bay12forums.com/smf/index.php?action=post;quote=8010572;topic=135455.855 (http://www.bay12forums.com/smf/index.php?action=post;quote=8010572;topic=135455.855)
Title: Re: X-piratez succession game
Post by: Rince Wind on August 15, 2019, 03:51:42 pm
Doesn't really matter as we don't have any craft that can into space.
I tried. :D
I think we have like one Human Spacesuit, so Disruptive Transmissions would be suicidal anyway if you want to fight it out.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 17, 2019, 01:04:34 pm
Turns out we need even more money than I thought, because a personal lab is a must have now, as it provides the "study" functionality, which is needed for a lot of things. Like hellerium, grav units and engines.

Now I need to decide if I let go of runts, or if I use even more money and build another barracks. Can't build on the burrows right now, because the living space is needed.
And I also need about 1mil for something else. I have ... 1mil.

I am pretty busy atm, so I am only about 10 days in.
Title: Re: X-piratez succession game
Post by: Iduno on August 17, 2019, 08:35:03 pm
Turns out we need even more money than I thought, because a personal lab is a must have now, as it provides the "study" functionality, which is needed for a lot of things. Like hellerium, grav units and engines.

Now I need to decide if I let go of runts, or if I use even more money and build another barracks. Can't build on the burrows right now, because the living space is needed.
And I also need about 1mil for something else. I have ... 1mil.

I am pretty busy atm, so I am only about 10 days in.

Didn't we have the personal labs in like April or May? Or is that from the game on the Piratez Forum?
Title: Re: X-piratez succession game
Post by: Rince Wind on August 18, 2019, 02:46:44 am
There are none in the base.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 18, 2019, 11:57:56 pm
Turns out we need even more money than I thought, because a personal lab is a must have now, as it provides the "study" functionality, which is needed for a lot of things. Like hellerium, grav units and engines.

Now I need to decide if I let go of runts, or if I use even more money and build another barracks. Can't build on the burrows right now, because the living space is needed.
And I also need about 1mil for something else. I have ... 1mil.

I am pretty busy atm, so I am only about 10 days in.

Didn't we have the personal labs in like April or May? Or is that from the game on the Piratez Forum?

I think we might have researched it, but not built it.  We REALLY need another base.  We're running out of space to put everything, and it's not going to get easier.

While I'm not a fan of getting rid of runts, as there is no value in it, and they give value by making alcohol, they're not hugely expensive.  I dunno the hows or whys of the need to fire runts, but 5 or so fired runts won't seriously affect the base.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 19, 2019, 12:10:04 am
We have a 2nd base! But it is only costing us money so far.

I finished yesterday evening, will do the write up later today.
Title: Re: X-piratez succession game
Post by: Robsoie on August 19, 2019, 05:24:50 am
Quote
While I'm not a fan of getting rid of runts, as there is no value in it, and they give value by making alcohol, they're not hugely expensive.  I dunno the hows or whys of the need to fire runts, but 5 or so fired runts won't seriously affect the base.
I think the firing of runts is to be able to actually build something over the burrows, as in the current state it's impossible as it will say the "building is in use" because we have too much people to fit only in the current barracks.
They can be re-hired later anyways.
Title: Re: X-piratez succession game
Post by: Iduno on August 19, 2019, 08:30:37 am
We have a 2nd base! But it is only costing us money so far.

I finished yesterday evening, will do the write up later today.

Is this one defensible, or will enemies always be shooting us in the backs? That's why I lost that last one. That and not being great at the game.

All of the hangars and the lift should be connected, and all of them surrounded by buildings that usually have gals: barracks are good, burrows/beast den is good, maybe the mess and medical facilities. Vaults sometimes do, and are easy to get through on the main floor, and upper floor is a good sniper roost. From behind/north of the hangars, you'll usually catch dogs/drones that plan to snipe you. Plantations are really bad there.

Oh, and speaking of plantations, have we been building weed plantations? It's an extra ~$75k/month if you sell all of the sectoweed except the 15 each you need to re-plant. Just keep them away from enemies. They're weird (build them on the start of the month, disassemble after they finish to start growing, then disassemble again to harvest, then don't build again until the start of the next month to collect the -$120k maintenance), but good. Plantations are extra nice at bases without hangars.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 19, 2019, 09:22:14 am
Lift and hangars are connected, barracks is in the corner between them, ... ah well, look for yourself in the next post, I just need to upload the pictures.
I forgot about weed, and we still only have the one basic plantation, I didn't really have money to spare because we are still poor as dirt. (I think there is about $150k left at the beginning of the month). I did spend quite a bit and the runts were producing stuff that wasn't for autosale for almost half the month though.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 19, 2019, 09:35:20 am
One of the Rolan7s: Captain!
Me: Me? You are calling me captain?
R7: Yes, captain.
Me: So, I'm captain?
R7: Yes, captain.
(She must think I am really stupid. Not sure if I disagree. When did I volunteer...)
R7: The gals chose you because they think you don't blow everything up. Mostly because you spent the last weeks here in the sickbay, so you didn't have any chance to blow anything up, but that's semantics.
(So...I didn't volunteer after all?!?)
Me: Ok ... and the ... former captain?
R7: Oh, she is over there, we also hate that she was mostly leading from the sickbay.
(Good, I am not the only one who is stupid, I am to stay away from fighting for a while as well, I'll better not tell her ...)
Me: Ok ... if that is so ... then carry me to my new quarters! And tell that nurse with the perky ... ah ... fingers? the one over there ...
R7: You mean the cute one?
Me: Eh, yes, her. Tell her to accompany me.
R7: Aye aye captain! Oh, btw, there is a lot of stuff and papers, the last captain said she made a list of them inventory things.


I check the inventory, check the inventory of the Terror, have the gals put a lot more stuff inside and take some out (54 mortar shells, really? But no decent melee weapons and basically no shooty weapons apart from shotguns? Something's gonna change!) then sort through what I can sell.

About $1,9mil worth of stuff, apparently!
All that and then some is immediately spent on a new hideout.
Spoiler (click to show/hide)


As the name implies it is close to where we lost the other one. Or so I was told, I wasn't with this band of misfits back then. But we still had all the merchandise, because it never really got off the ground, I was told.
Along with some ammo I ordered come 2 more Rolan7s. Quick and Strong. That is their names, not their stats.
A Savvy Girl tells us about the Kingdom of Canada. Not a good place for a gal to be, way to prude, it seems. Stoning for exposed thighs? I mean, come on!


A highwayman tells us about the ol' Rifle. Better than it sounds, but that doesn't say much.
While a lot of the gals are on their way to South America to I play with the slot machine. I WIN! Mostly useless stuff, but we come out ahead.


The gals land, and the feed from the go pro cams starts. They are close to the academy ... wait, what is that?
Spoiler (click to show/hide)


Nope, no academy! Unless the academy gals changed a lot since I ran away from them.


We manage to put the thing to sleep (by shooting it with a heavy shotgun!), but it keeps getting up again, we'll kill it if there is any risk involved (= as soon as two gals who have a hard time hitting a barn with their stun batons manage to not put it back to the ground).


More Zombies, Robsoie kills a regular one, Salad Dog puts a singer to sleep - with a 40mm HE grenade. That one also sets the jungle on fire.
Oh, fuck! Zombie-Mom.
Spoiler (click to show/hide)


Salad tries to repeat her trick, but only manages to propel the grenade a couple feet into the next wall and hurt E.Albright.
She also sets the jungle on fire right where we are. As if it wasn't hot enough already.
Spoiler (click to show/hide)


Around this time the bugger with the claws gets killed properly and E.Albright gets her revenge by killing what Salad wanted to kill. This is not how revenge usually works, but we'll ignore that for now.
We kill more zombies, among them another singer, and can't find the last asshole. The heat takes its toll ...
Spoiler (click to show/hide)


... and insanity keeps the gals from doing gal stuff.
Which is bad, because somehow the zombie manages to sneak up upon Violent Rolan7 and kill him.
Mugs splits his head with an axe in return.
Spoiler (click to show/hide)


At least it was good bravery training.
Spoiler (click to show/hide)


The bad thing: Rolan7 was carrying one of our two advanced medipacks, and it burned up when Salad did her thing with the grenade launchers.


Mugs gets promoted to Boss Gal for axing the zombie like a boss, and Egan_BW steals most of the titles despite doing nothing really noteworthy.
Spoiler (click to show/hide)


RIP! Somehow I am sure we didn't see the last Rolan7.
Spoiler (click to show/hide)


While the Terror is on its way home we see a ship land, stay on the ground unmolested, then fly away again.
THAT WAS HORRIBLE! I spend our my earnings from gambling and procure a Scarab. We have a charger laser lying around uselessly, might as well equip it on something. I also heard about plans about following craft until they land, and the Turtle is useless for that. Few other crafts are cannot outrun it. It's tiny radar dish (on other crafts they call these "windows") doesn't help with that either.


The Nurse Outfit is nice. For ducks and kinky roleplaying games, it is not much good in a fight. With so few crew onboard I'd hate to have one who can't kill properly.
Spoiler (click to show/hide)


More importantly the brainers finish taking apart an ol' carbine. Which in itself is not important, but it allows us to contact the Gun Emporium, and THAT is better than a shop full of cookies and ice cream. Well, at least its almost as good.


Good thing I ordered a Scarab, then!
Spoiler (click to show/hide)
That is a bandit warehouse, Jack has some trouble with the current inhabitants. He wants us to take care of the problem. Violently.


Fuck you! None of our craft can into space. Well, ok, we have one, with one more on the way. To be more precise: none of the craft we know about can into space.
Spoiler (click to show/hide)


A drifter was once anally probed by aliens, or so he says. I think, I was only looking at the pretty pictures.
Spoiler (click to show/hide)



As soon as the Scarab is delivered we put stuff in it and dust off to ... its batteries are empty, we refuel (reenergy?) it. Only then can 4 gals go and have chat with the bandits. That doesn't go well, and the head bandit, who as stupid enough to be alone with 4 armed gals twice his size draws a gun. See, he wasn't the boss because he was smart ...
He dies, and the gals take up positions at the wall, because someone must have heard him scream.
Spoiler (click to show/hide)


And come they do! They mostly die as well, in the reaction fire, but they manage to wound to of us!
Spoiler (click to show/hide)


At around turn 4 the last one comes into view and crosshair.
A very nice haul, with 4 of them tokens!
Spoiler (click to show/hide)


MCreeper, who was on her first raid, did really well, but will now spend some time with the former captain in the sickbay.
Spoiler (click to show/hide)

Title: Re: X-piratez succession game
Post by: Rince Wind on August 19, 2019, 11:02:41 am
While the scarab is on its way back a ship lands and ... nope, history won't repeat itself, the Terror is on its way.
Aaaand ... it is a mansion, not a ship? Of what?
Spoiler (click to show/hide)


Robsoie and eh ... someone else, sprint up the hill on turn two or three, because behind the Terror there isn't enough space for everyone to be in cover and get out to shoot on a regular basis.
Spoiler (click to show/hide)


SALAD! AGAIN! You want to kill gals?
Spoiler (click to show/hide)


Well, Rolan7 (the worried one) gets patched up really well, so there isn't even a scratch. Something that Robsoie can only wish for. Mugs puts a magnum shell in the would be gal killer.
Spoiler (click to show/hide)


Oh oh, there's the boss.
Spoiler (click to show/hide)


What we do is we pop out from behind cover, kill whatever closes in, pop back into cover. Shotgunners get first choice, the stuff further back is hit by battle rifle and assault rifle. The left flank is mostly held by some new gal and Mugs with her magnum. Mostly by Mugs, because hardly anyone comes close enough for the shotgun of the new gal.
Spoiler (click to show/hide)


Ah, the other gal up top is EuchreJill. The kills a demon. I think.
Spoiler (click to show/hide)


More dead possessed guys, but it doesn't seem to stop. BBEG (wait, does that mean we are the good gals?) gets hit as he passes by, but he kinda is a secondary target right now. So once all the other guys are dead he's there for free target practice.
Spoiler (click to show/hide)


Wait, does he want to flank us? The idea is not too bad.
Spoiler (click to show/hide)


But it is lacking in execution, guess that is why this baron of hell was really only a landlord on earth. Do they have counts and dukes there, too?
Spoiler (click to show/hide)


It takes 3 grenades to kill a dude on the roof (because 2 of them are way off target), and once the flood of enemies turns into a trickle we use yet another one to get rid of some fence and make a new door. We know there must be a cacodemon inside (whatever caco means), because we have seen him.
Spoiler (click to show/hide)


There he ist. But he is almost as bullet spongy as his boss was.
Spoiler (click to show/hide)


He also ignores the gals in the house to fly over the roof and get to the rest of them. Which would have been pretty dangerous about 8 turns ago, when he could have strengthened the assault against out position. Now he just dies to a grenade, probably thrown by EuchreJill.
Spoiler (click to show/hide)


That was easier than it should have been, mostly because the enemy got less than 5 shots off. I was prepared to order a retreat if the situation got out of hand, as the Terror can be a deathtrap with those big front windows. I mean radar dishes.
Spoiler (click to show/hide)


Lots of black widows, but the loot was pretty basic. We sell most of the corpses, because they take up a lot of space.
Spoiler (click to show/hide)


The radiator shirt can help gals keep their cool, but we don't build any right now. A gun almanac has a great centrefold and an article about the spitfire. A fun weapon that tends to destroy loot. But fun!
Spoiler (click to show/hide)


We get tipped off by Zaxx that there a temple that needs to get rid of some coins (and inhabitants). It mostly goes well, but a savvy gal with a fucking small revolver seriously hurts two gals.
Trude there is a Lokk, btw, I invited two of them into the hideout. The loot is pretty good, considering the opposition.
Spoiler (click to show/hide)


WE HAVE A CHARGER LASER AND WE ARE NOT AFRAID TO USE IT!
Spoiler (click to show/hide)


The Scarab Crew deals with the enemy crew right away.
And there she is, in all her monochrome beauty (the Scarab, not the bandit craft and certainly not Blunt Camel):
Spoiler (click to show/hide)


The most difficult thing is to make every gal do something that makes her eligible for XP. The last enemy waited outside the craft, probably trying to ambush us. But Blunt just shot flaming arrows in random directions until we found someone.
Spoiler (click to show/hide)

We kill, we learn,we earn.
Spoiler (click to show/hide)


The loot isn't too bad. two 25mm cannons (if we ever have a fleet ... we probably/hopefully have something better to outfit them with) and a small engine. We can't research it, so it gets sold.
Spoiler (click to show/hide)


The brainers figure out the master's cane and I have to admit that I have never used it and never bothered to find out if it was any good.


Riding on the wave of success we down our 2nd ship! An academy ambulance that seemed to be flying directly to us. Surely that was a coincidence...
We send the Scarab Crew again, and they kill those that could hurt us and take everyone else prisoner.
2 small ship engines mean quite a bit of money (relativly speaking) and training is always good.
Spoiler (click to show/hide)


Nobody important gets any titles, but! the brainers manage to contact the gun emporium.
Spoiler (click to show/hide)


We can now buy a lot more guns/ammo. Among them (as future Rince Winded finds out) painbringer SMGs. Rather expensive, but good damage and truly one handed, unlike all decent smgs we have now. Which makes those not decent. Maybe the next captain wants to get some.



We also know how to make bigger bullets.
Spoiler (click to show/hide)






Title: Re: X-piratez succession game
Post by: Rince Wind on August 19, 2019, 02:51:34 pm
I just deleted the next update because I was stupid.
As I don't know if I have the time to write something before Thursday I've uploaded the save, so if you want to you can start.

We have one gal in prison we can recruit (and I think 1 living space), I think we have some purses or other things that can be made into money.
I also built quite a few prizes on my last days, so those should be researched soonish to avoid spending the tokens twice.
While we are still dirt poor we have more chance to earn money with the Scarab and the personal labs opened a lot of research opportunities. There should be prisoners to sell as well, if you need a quick injection of money, but it is mostly nurses, I think.


Edit: Now with link to save:
http://dffd.bay12games.com/file.php?id=14516
Title: Re: X-piratez succession game
Post by: EuchreJack on August 19, 2019, 07:00:18 pm
Ouch, writing updates takes a while, so I feel your pain.  Sounds like a good run you had, though.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 19, 2019, 07:11:19 pm
Same.  I wrote one of my updates in Notepad++ and seemed to lose it in a weird glitch (hasn't happened since updating) but fortunately the restore function gave me what I'd been working on.

It sucks a lot but I understand DX
Title: Re: X-piratez succession game
Post by: Iduno on August 21, 2019, 10:16:17 pm
Ouch. This game can beat the motivation out of you when it's going just okay. It's brutal when it's not going well.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 22, 2019, 04:03:02 am
Well, it was more me being busy the last couple of days and of course me confusing the tabs and reloading the page. At least I still have the list of screenshots I intended to use. And a day off.

------------------------------------------------------------


We now know about Aqua Hatchets, which are surprisingly good, considering the deep ones use them.
As the vaults in our new hideout are being finished I lead an assault on some ratmen village. Gotta rid the world of them my gran used to say, and now I have the means!
I get the first kill, but am later wounded. Again! Still, better than Egan BW, who gets mauled by a dog and will need to stay in the sickbay for a lot longer.


This bugger survived 3 grenades, because none of them landed close! Thanks EuchreJill for taking care of the problem the old fashioned way.
Spoiler (click to show/hide)


One of the Rolan7s gets hurt a little as well, but she also gets to kill the last one, so I think that is fair.
Spoiler (click to show/hide)


Not a lot of loot, as was to be expected. These rats aren't just annoying, they are bad thieves as well that don't manage to steal anything more valuable than ... oh, I see, I guess the sectoweed explains the bad thievery, if they ever manage to get up to do anything at all.
At least it was a decent training exercise.
Spoiler (click to show/hide)


Lots of titles as well. Me? I am just a soft patient.
Spoiler (click to show/hide)


We decide to not challenge our customers, which makes them happy. Should nicely cancel out the infamy loss we get from letting an enemy base live.
Spoiler (click to show/hide)


Mama-Zombie has a lot of poison in her boobs? We shall never do something this vile! But maybe some of the peasants ...
Spoiler (click to show/hide)


A data disc reveals the secrets of optronic parts. The brainers are happy, but I don't see the point. No benefits at all, not even new avenues of research for the crazies.


While sick I play with the slot machine again and a savvy gal tells us about the submachine gun. THE submachine gun. It is ok. If you can fly and fight something groundbound that can't shoot it is pretty good to train reaction.


But who cares for submachine guns when you can have this!
Spoiler (click to show/hide)


Me: You again! What now? Subtronic parts?
Head Brainer: ??? What are you talking about? Anyway, don't tell me! Please! I am here to present a new gun.
Me: It better be good.
HB: It is a handcannon an...
Me: We already have those.
HB *sighs* : Yes, but this one is custom made. Or will be, once the runts get to it.
Me: So it has spoilers to make the bullets go faster?
HB: What? No, it uses hardened materials to ... you know what? Yes! Yes it has spoilers to make the bullets go faster. The bullets are also bigger and in a proper clip so reloading is quicker.
Me: Why didn't you say so right away? I want some! He, you go tell the runts!
HB: Well, it does come at a price, there is the issue of their wei...
Me: Are you still here? I told you to tell the runts to get me some new kustom guns!


(I love Kustom Handcannons. One of the best one handed guns until the deathblossom comes around. The shotgun ammo is worse than proper shotguns, but the regular ammo packs a lot of punch! It also slightly damages armor and scales with bravery.)


We also find out about chem grenades, which are not my favourite, because you need a lot of them to decently strip armor.


The beast den in Ching Shih 2nd is done and we send some of our dogs and buy some more on the market. We still keep quite a few here.


A landed ship! Close to the hideout!
The turtle makes it in time and out they go. It turns out to be spartans in a raider ship.


Someone makes a little light with a bow, and E.Albright makes a little death (yes, only a little, he still lives, look).
Spoiler (click to show/hide)


She will live!
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We mostly stay in the craft, light the area around us and shoot. Booring, but we can use the infamy and the loot and the fewer wounded gals.
2 Lieutenants are the last survivors.
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One of them comes home with us, along with a scout and a rifleman.
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Again, lots of titles.
Spoiler (click to show/hide)


A tough girl tells us about #69, I wonder if she wanted to imply something.


The brainers keep telling me they need a study, and I keep looking at them with that confused look I can do so well. Finally one of them told me that personal labs will do as well. Those things are bloody expensive though. I kick out 10 runts and have one build over the burrows. 70% of that thing was useless now anyway. Maybe we can have more barracks one day. Or we outsource proper production to someplace else.
14 days, so they should be up by the end of the month.
Spoiler (click to show/hide)


Waaaahhh!
Spoiler (click to show/hide)


Sound the alarm! Fire everything we got! Be prepared to defend the hideout to the last!



Title: Re: X-piratez succession game
Post by: Rolan7 on August 22, 2019, 04:43:05 am
One of the Rolan7s gets hurt a little as well, but she also gets to kill the last one, so I think that is fair.
Spoiler (click to show/hide)
I'm all gonna die!!!!
Not a lot of loot, as was to be expected. These rats aren't just annoying, they are bad thieves as well that don't manage to steal anything more valuable than ... oh, I see, I guess the sectoweed explains the bad thievery, if they ever manage to get up to do anything at all.
"I heard it's like, medicinal?  But you gotta soak it in jet fuel first"
We decide to not challenge our customers, which makes them happy. Should nicely cancel out the infamy loss we get from letting an enemy base live.
Spoiler (click to show/hide)
(mm 'pedia says they're -10 per day, more than I thought but still not too bad.  and they're freakin fortresses.  I got used to several in my first run.)
Me: You again! What now? Subtronic parts?
Head Brainer: ??? What are you talking about? Anyway, don't tell me! Please! I am here to present a new gun.
Me: It better be good.
HB: It is a handcannon an...
Me: We already have those.
HB *sighs* : Yes, but this one is custom made. Or will be, once the runts get to it.
Me: So it has spoilers to make the bullets go faster?
HB: What? No, it uses hardened materials to ... you know what? Yes! Yes it has spoilers to make the bullets go faster. The bullets are also bigger and in a proper clip so reloading is quicker.
Me: Why didn't you say so right away? I want some! He, you go tell the runts!
HB: Well, it does come at a price, there is the issue of their wei...
Me: Are you still here? I told you to tell the runts to get me some new kustom guns!


(I love Kustom Handcannons. One of the best one handed guns until the deathblossom comes around. The shotgun ammo is worse than proper shotguns, but the regular ammo packs a lot of punch! It also slightly damages armor and scales with bravery.)
An' it's so ORKY!  Particularly with the glittery bits glued on!

We also find out about chem grenades, which are not my favourite, because you need a lot of them to decently strip armor.


The beast den in Ching Shih 2nd is done and we send some of our dogs and buy some more on the market. We still keep quite a few here.
Dogs yay 8D
Waaaahhh!
Spoiler (click to show/hide)


Sound the alarm! Fire everything we got! Be prepared to defend the hideout to the last!
Dogs halp D8
Title: Re: X-piratez succession game
Post by: Rince Wind on August 22, 2019, 05:50:49 am
Oh.
Spoiler (click to show/hide)


Ok, stop with the stupid alarm already. And someone send some dogs back into the den, this is not an attack, it is the surprise delivery service! Free captives and some junk, mostly.



Dogs are mostly used to scout, I want to gals to gain experience.
Like hector13 here, killing not one but 2 of them nurses in a single turn.
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Of course, if the risk is low we go for captures.
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Yes, even if they are not nurses/researcher but drones.
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See? Now, who of you sounded the alarm? It could have scared them away!
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It's the police! We have to stop them before they ... umm ... do whatever it is that police does.
Spoiler (click to show/hide)


And we do manage, with 3 charges left in the laser. The Scarab has to start again shortly afterwards, but only to take a look at a craft. Seems to be one those mining ships, but it disappears into the sky after a while. That might hurt our infamy if we are unlucky.


At night the Terror lands close to the police wreck. The plan is to just shoot the stupid dogs and to set everyone else on fire, because while our guns might be useless against them, they might still give up if properly burned.
Spoiler (click to show/hide)


Brilliant shot Rolan7! Or is it because you are evil and want us to die?
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Umm ... why didn't anyone tell us that the police use plasmaguns now? Shouldn't they have ... like sent a memo or something? Why wasn't this in the news?
Spoiler (click to show/hide)


Anyway, wolfmen die pretty well to our guns, and pigmen ignore them pretty well. I also swear I didn't change the first name of any Rolan7, so here we have good&evil together. Fortunately that doesn't lead to an explosion. But the pigman burns, so there is that. Might have been a molotov though.
Spoiler (click to show/hide)


He goes beserk, which is good. Not as good as panicking and throwing away his guns, but it is something. There's at least one more though.
...
Sometime later he does just that. With a little help from more molotovs and a flamethrower.


Morale is pretty low by now, and we get to find out that swimsuit gals use flurry of blows or roundhouse kicks when beserking.


We (well some) have to go out, because staying in the Terror doesn't help if no one comes looking.
Magnum+Axe (+molotovs) gals go out, and Good Rolan7 finds a pig on the ground.
Spoiler (click to show/hide)


A grounded pig is a dead pig, he falls to her axe!
Because there are more enemies than expected more gals go out.


Two more dogs get killed by the eastern team ...
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... but out west Brimstone dies after being hit with plasma.
Spoiler (click to show/hide)


This is the culprit. But being a nighttime illumination doesn't stop him yet.
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Bughunt begins, the other one is the first pig that still flies around without weapons. He might have a grenade though.
Lots of fires are being started, and Rolan7 (quick) gets hit while running around panicked. To drag her back in the other gals stun her ...
Spoiler (click to show/hide)


... but it wouldn't have been neccessary anymore, the pig succumbs to the heat and gives up!
That was harder than expected, I thought the police would still have their toyguns. It also took long enough to make every single (surviving) gal braver.  :o
Spoiler (click to show/hide)


The worst thing, of course, is that we can't use the plasma weapons for a long time. I thought the regular pistol was easily usable, but it turns out that we still need substantial research for that. ... so we sell some of the plasma stuff. Predictably we'll need more molotovs after this.
But more titles, gals love titles (the sleeping beauty is Quick Rolan7)
Spoiler (click to show/hide)


RIP, we hardly knew yee!
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Back home a nurse tells me about the Pocket Las-Charger. It is pretty useless as a weapon, but can be used for training.


Barracks on Ching Shih 2nd are done, and I spend another $500k of our hard earned $$$ to hire some hands. We might want a craft there that can carry some troops, maybe a 2nd scarab, to train them at least a little bit. But we are out of money right now.


A tough guy tells us about the Steel Pact. They kill dogs there.  >:(
Not-so-Hidden Expanse is the home of a savvy girl. She doesn't say anything about dog killings, so it sounds like a better place. Both are too hot anyway.


This Rifleman here was a stargoddamn sniper!
Spoiler (click to show/hide)


We read some text about UAC Weapons, and damn, this is nice. Who cares if it is not very accurate, it is plasma and shoots it quickly.
Spoiler (click to show/hide)


A G.O. tells us about elevators. Boring. The brainers call them by the fancy name of gravitic lifter and claim it is important research, but I bet they are lying. It is an elevator.


A Church Priest tells us about Dragoon Rifles which can deal a lot of damage in the right hands but are slow to fire.


But now something fun! A trader warehouse with self service. Well, it will be self service once the traders are gone.


We left the hammer in the Terror, but we have a shitton of HE Grenades. So here's our secondary entrance.
Spoiler (click to show/hide)


Yes, it is not the most efficient, especially with low throwing. But it is also a good way to train throwing.
Spoiler (click to show/hide)


There is a guard in the house, but there were so many traders close together that we couldn't resist. A grenade would have been more fun, but catching 'em all is more profitable.
Spoiler (click to show/hide)


We somehow changed position and with the guard and nobody got hurt (on our side).
Spoiler (click to show/hide)


He continues to ignore hector13s heavy shotgun, but the gal next to her has an assault rifle, and he suddenly decides that bleeding on the ground sounds like a great plan.
He was the last one as well!
Spoiler (click to show/hide)


We get some apples, a tac vest and junk, for the most part. Also a prepper box, which might just be junk in a box.


Salad Dog is promoted to boss gal and some other titles:
Spoiler (click to show/hide)


Eh ... nope!
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Title: Re: X-piratez succession game
Post by: Rince Wind on August 22, 2019, 07:05:41 am
The police enforcer ...
Spoiler (click to show/hide)


... is now the personal slave of one of the brainers.
Spoiler (click to show/hide)


Soulsense is how those zombies find us even with rotten eyes. Does that mean that zombies have souls?
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The Spartan Lieutenant tells us about the Reaper Rifle, which is like the Dragoon Rilfle, only harder hitting, more accurate, heavier and even slower.
Spoiler (click to show/hide)


The brainers interrogate the Academy Drone, but it seems to communicate exclusivly by way of laser. We can also replace our blackpowder bombs with stick grenades now, if we want to.
Spoiler (click to show/hide)


Chryssalids are bastards, I think that sums it up pretty well.
Spoiler (click to show/hide)


We learn about the Heavy Baton from a guild security dude, and then we fly off again. We found out about a new bootcamp, and we wanna train as well.


It ... doesn't go exactly as planned ...
Spoiler (click to show/hide)


Maybe Evil Rolan7 is not that evil after all. She saves me! Just in time as well, a Neophyte shoots his Panzerfaust to where I was seconds ago. Nobody got hurt. Not from this thing, anyway.
Spoiler (click to show/hide)



Trude here proves that Lokks can stand their woman as well and kills the priest and a neophyte in the same turn.
Spoiler (click to show/hide)


A lot of explosions meant a lot of fires meant not much running up and capturing lone guys. But no one died (on our side) and 6 enemies just give up like the cowards they are.
For saving me I reward Evil Rolan7 with 10 Bravery! And stop telling me that this is not how it works. I am the captain!
Spoiler (click to show/hide)


Bejeweled Cup and Cross are worth a pretty penny, if someone would sell them! Other than that it is mostly some guns and junk. And titles!
Spoiler (click to show/hide)


A nurse tells us about #107 and the Terror is out again. This time to hunt some traitors.
Spoiler (click to show/hide)


Easy!
Spoiler (click to show/hide)


It's the 27th by now, and while we are travelling to another Academy Outpost we hear news of a Blood Ritual about to take place.
But first the Academy.
Trude here is one of the best melee "gals", thanks to the slayer armor. But she better be not on the recieving end of anything.
Spoiler (click to show/hide)


Oh, and yes, it is indeed Academy this time, not zombies. Good.


We fight and sneak around the building ... only to reveal juicy targets within.
3 researchers and the medic, all stunned in one turn.
Spoiler (click to show/hide)


The last combat ready enemy is a drone, but an assault rifle changes that quickly.
Spoiler (click to show/hide)


The usual loot, and some titles:
Spoiler (click to show/hide)


Before we can go back and start again the brainers annoy me again, this time to tell me about the "stats" of the Soldier: Slave Soldier. Thanks. Now can I go back to the sickbay to grumble about getting hit in every single mission and making everyone else responsible for that?
No? Why not? Oh, you want to tell me about the Landmine. Let me guess, it explodes if someone steps on it! Why do we pay you lot again?
Still not? You ... keep me here just because of some armor for the slave soldiers you can't shut up about? What about inventing an armor that helps me not spending my time here in the sickbay? No? I knew it! Ok, show it:
Spoiler (click to show/hide)


When the brainers are done I seek comfort in the arms of a captive savvy girl. She can't shut up either, tells me about her home in the Rogue Fields as if I care. But as I send her away she gives me the contact details of some of the local warlords there. I'll have the brainers contact them, their lack of clothing seems to be beneficial to this diplomatic stuff.


Then, finally, the Terror arrives at the Ritual side. This can be let's-just-flee hard or a walk in the park. Which one shall it be?
Spoiler (click to show/hide)


Poison Gas grenades are not very effective against a lot of enemies. Here they are death incarnate!
Spoiler (click to show/hide)


Tombstone gets hurt a little, but that wont stopp us.Mistress Cynical kills the last one.
Spoiler (click to show/hide)


The Green Menace was not very menacing today, only 6 of them were here.
Spoiler (click to show/hide)


We arrived in time! We saved a Castaway. Good thing that one gal died when attacking the police, eh?

Titles!
Spoiler (click to show/hide)


We ignore a Ratmen Cache, because 2 lone, barely trained lokks would probably just loose our ship.
On the 30th of January the personal labs are done and we learn how to put 50mm cannons together from broken ones. It's like 3d jiggsaw puzzle, really.
Spoiler (click to show/hide)


Nothing else happens, and then we are poor. Costs are way more than they used to be, but it is kinda neccessary.
Spoiler (click to show/hide)






Title: Re: X-piratez succession game
Post by: Iduno on August 22, 2019, 10:55:56 am
Dogs halp D8

What kind of dates...actually, I don't want to know.


Not a lot of loot, as was to be expected. These rats aren't just annoying, they are bad thieves as well that don't manage to steal anything more valuable than ... oh, I see, I guess the sectoweed explains the bad thievery, if they ever manage to get up to do anything at all.

The $1000 they sell for is barely worth it as well. Good excuse to train up with leather whips and stun batons, so they can take down enemies that can fight back. More throwing! reactions! melee!


This is the culprit. But being a nighttime illumination doesn't stop him yet.

Yeah, the animalmen are much better in the dark than we are.


Chryssalids are bastards, I think that sums it up pretty well.

They just want hugs.


Easy!
Spoiler (click to show/hide)

Noooo! Not the traitors, and their knowledge about everything useful, somehow! (They actually are really good to interrogate, and get knocked out by a light wind).

And neophytes (or whomever) with stuff like panzerfausts get shot. They'll get bandaged if I get there in time, but I'm not letting them shoot that thing. Enough force that you can threaten gals means you're a target, and there are no less lethal force restrictions.


Editted to add: Once you start seeing armored enemies like Megapol, you'll want to upgrade to electric/fire weapons, if not lasers/plasma. Something that ignores armor.
Title: Re: X-piratez succession game
Post by: E. Albright on August 22, 2019, 06:54:44 pm
They just want hugs.

Just hugs? I'm pretty sure they want kisses too, and that they're not afraid to use their tongues...
Title: Re: X-piratez succession game
Post by: Iduno on August 24, 2019, 06:19:24 pm
So we're back to Creeper's turn?
Title: Re: X-piratez succession game
Post by: MCreeper on August 24, 2019, 07:06:36 pm
No, i'm not playing anymore.
Title: Re: X-piratez succession game
Post by: Iduno on August 24, 2019, 09:54:09 pm
Is it on me, then? Let's see what I can do.

I start by spending nearly all of our money planting the plantation with sectoweed. You can't make money without spending it.

I also noticed everyone is wearing sailor outfits, so I upgrade them to swimsuits (no bikinis or gym suits yet?) and sell off the sailor suits. I was also able to sell off some consumer goods, half of our soylent and mutant meat, the excess sectoweed, treasures that can't be used for anything, and some food that can't be cooked to afford 1 more brainer at Teuta base, and an extractor at Shih base.

Then I checked our manufacturing, robbed the only person out of our 30 prisoners who can't tell us anything new, rescued an experiment victim, and collected our chips from the money bags so we can start spinning the wheel again. Jack doesn't give out great prizes to people like us yet, but even his junk is somewhat useful.

We've also got a bounty for a temple of Sirus, so we loaded up the ship, and are ready to go...after I grab a nap.

And I'm back.
Spoiler (click to show/hide)

I wish we had the money to remodel this base. The layout puts our defensive structures (vaults) on the opposite end of the base from the gals. Worse, the extractor is near the enemy entrance, allowing them to slip by and turn the defense into a bug hunt against enemies who are in a better position than us. I at least have the money to rebuild one of the vaults near the plantation, which will probably become a hangar later. Then I notice I'm making the same mistake with the extractor and Chin Shih base.

A Sea Adventure just popped up, so I go to put our underwater gear on and...not much. Swimsuits and 7 Oxygen Tanks. We *do* have the mission researched, so I assume someone knows what they are doing.

Spoiler (click to show/hide)

We have a castaway gal, and now we have enough space in our barracks for another 2 gals, so I start making moonshine. Our Scarab took down a wasp aircar. Hopefully we have enough gals left in what passes for fighting shape around here to do something about it. Looking: we have 9 gals who can stand under their own power, and only 3 are named Rolan. I take the 8 least bad gals, reassign armor: chainmail for the highest TU, then Guerrilla, then tac vests. While I'm loading equipment, I notice our wheel spinning has gotten us some vendor trash as well. I sell 4 Ol' Rifles and ammo, uncookable food (right-click to see if it's useful), a small revolver, a holdout, some amphores, and a sermon book for just over 25k.

Next time: Off to the Wasp Car.

Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: Rince Wind on August 25, 2019, 12:14:36 pm
I didn't research the sea missions, but I'd say the gal with the plan probably planned on leaving sharkmen alone. Those are nasty.
Title: Re: X-piratez succession game
Post by: Iduno on August 26, 2019, 08:19:53 am
It was also weird to show up to 2 completely full prisons (I wanted 3). No research going on with them or anything, and they're almost as fast a way to learn something as decrypted disks/gun almanacs.

I've never gone to an underwater mission before, because I'm not sure why you would. Maybe there's treasures we can actually use (gems, gold, anything that can be traded to the mages, etc.). I've only researched underwater missions to get space suits (and not until I needed to), because you kind of need to do the disruptive transmissions. I've also stopped researching warehouse wars now that you can pick up a stapler on stranded government agent missions. Why dilute the pool of missions unless they're good for training or loot? Maid mansion might be worth it if you've got some way to determine where enemies are (cats, aye phones, the armor that gives sense), but I'm not doing it just with luck. Bandit towns have enough enemies that they are a bit difficult, and also don't give very good loot. I'm not sure about that mission either, it's probably great training once we have a lot of high-end missions. Either way, I end up looking at things I don't normally do, so I learn things. Anyway, on with the game and a character who is 100% confident in my strategies.

Spoiler (click to show/hide)

A disruptive transmission showed up, but we're probably a year short of having space suits. -500 points? We really haven't researched much of anything, and less armor. We finished learning about slayer bullets, so I added several of our unresearched prizes. Hopefully they'll lead to something useful (I ignored mini shotgun because it's not great and only seems to lead to harpoon carbine, and supressed pistol because I don't know what city pass is, and we can't afford it anyway). I noticed we have an activity and a world lore left unresearched, so I'll do those next for a free 2,000 points. Actually, we don't need the Aye Phone or Improvised Aerial Explosives as much as we need more money, so I moved the brainers around. Then we learned tinkering finally.

Spoiler (click to show/hide)

Megapol flew by, but our scarab doesn't have the weapons to realiably take them down while damaged. We should fix that, but it's like 10th down our list of needs (Money, armor-related stuff so we can make exosuits and also not die, more hostages for more lore for more points for more money, probably decent lasers...). We also lacked bandages for the castaway gal and also combat, so I bought 40 more. I also sold 100k worth of vendor trash (uncookable food, holdouts, etc.) from gambling again, and hired another brainer.

Spoiler (click to show/hide)

We shot down (up?) a tank that was getting too close to our base for training. It was closer than I would have liked, and we took some damage. A medium ship came by slowly, so I sent the turtle to chase it. We caught up after about 6 hours, and saw it's a harvester. We continued following it anyway.

A researcher told us about secret bases, and we unlocked spike rockets for our interceptor. If we had the money...

We finally caught up to the harvester within the tiny radar range from our base. They're civilians, so no killing (and hopefully we've researched them to get positive score instead of negative, but that doesn't sound like us).

Spoiler (click to show/hide)

Bring down the Watchtower! I load up the turtle with our 2 Lok'Naar pilots, and 6 other gals who need bravery training, and put all guns away expecting morale failures.

Spoiler (click to show/hide)

Scientific experiments showed up, so we'll probably have to keep that alive with the Scarab long enough for the turtle to make it back to base.

Spoiler (click to show/hide)

We shot down a wasp aircar, but didn't pay enough attention, and shot it down over the water. Warehouse wars also showed up while we're waiting for the turtle to get to the mission. Pass anyway.

Also, we did research.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Fine, the turtle made it back to base eventually, and we can still do the warehouse wars mission. I'll take care of that tomorrow, though.

Spoiler (click to show/hide)

My month is half over, and I've got some research accomplished and a few points. Disruptive transmissions and that base sitting in the antarctic aren't great, though.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 26, 2019, 09:18:57 am
Once we have a craft that can into space we can at least shut up the transmission, even if we don't get loot that way.

I left the points research on purpose because I figured I had enough.
Title: Re: X-piratez succession game
Post by: Iduno on August 26, 2019, 01:18:42 pm
I left the points research on purpose because I figured I had enough.

Out of character, sure, go with whatever the research priority is.

In character? Anger about enough not being a real thing, and money and whatever.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 26, 2019, 02:28:13 pm
We are in such a bad shape that a bit of metagaming is ok, I think. :D
Title: Re: X-piratez succession game
Post by: Robsoie on August 26, 2019, 05:16:57 pm
Are the slayers bullets good or a waste of manufacturing time at that point of the game ?

Even on my personal save i have not dedicaced any runts into this kind of thing, so i have no idea at all.
Title: Re: X-piratez succession game
Post by: Iduno on August 26, 2019, 05:27:10 pm
I don't remember the last time I made or purchased weapons. You get enough from Spinning the Wheel and lootin' (unless you recklessly use explosives) that you don't really need to. Special bullets are good if they get the damage over 60, so you can damage armor. Otherwise, you'd have to spend a bunch of time analyzing resistances and armor and whatnot to figure out if they're worth anything or not. I usually use runts to make armor, booze/food for selling, or processing hostages.

Also, melee uses no ammo and prevents the opponent from shooting you even if they stay up. Shooting is just what you do as a reaction if they're shooting at you first, or as a solution to an enemy being too resistant/armored to take down other ways.

Oh, and I've got a Bandit Town mission up. Suggestions? Only 2 chainmails, everyone else has savage or tac vests (enough tac vests to go around, though). The one I tried I was hopelessly outnumbered.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 26, 2019, 09:08:31 pm
I'm glad to finally see the chainmails seeing some use.

Tac Vests are good as long as you are facing the foe.

Maybe blow up portions of the Bandit Town to even out the odds?  You've got lots of explosive weapons.  And automatic ones.

I had an Underwater Mission, but it was just against Crabs.  I suspect it was scripted to be the training mission to get the player used to Underwater combat.
Underwater missions are a source of Aqua Plastics (I think) later on, and they are needed for better armor.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 26, 2019, 09:21:18 pm
I'm pretty sure most of those basic underwater adventures are against crabs or fish, at least that's my experience.  Sometimes sharkmen which tend to gank a gal or two (but go down easily enough themselves).  I hear that hallucinoids are also an option, and they're a mixed bag in my experience.  Big squishy targets though, and cutting seems to work great (I haven't checked the examination, I just carry cutlasses for most underwater missions).

They're usually easy missions, little tedious but the aqua plastics are worth it.  And I think those crashed subs occasionally grant other salvage.
Title: Re: X-piratez succession game
Post by: Iduno on August 27, 2019, 07:18:18 am
I'm glad to finally see the chainmails seeing some use.

Tac Vests are good as long as you are facing the foe.

Maybe blow up portions of the Bandit Town to even out the odds?  You've got lots of explosive weapons.  And automatic ones.

I had an Underwater Mission, but it was just against Crabs.  I suspect it was scripted to be the training mission to get the player used to Underwater combat.
Underwater missions are a source of Aqua Plastics (I think) later on, and they are needed for better armor.

Possible, but also there supposed to be a lot of hoes to capture. We need the money, so starting a small courtesan operation would be useful. I'm not sure if I've quite saved up enough to finally get that third prison built yet, though. And I have added about 10 more slaves to our vaults (we've completely/nearly finished interrogating several enemy types this month, I just haven't been showing it because other than one more activities entry and the special gal 001, we haven't gotten to the good stuff yet).

Can't you just buy aqua plastics? I don't remember where, but in my personal game I've gotten about 100 without going underwater.

Chainmails are starting to see some use, but going through the junk pile to get wire to make into chainmail takes a bit of time, and making the chainmail takes a lot. I've got ~20 runts going full time on that.
Title: Re: X-piratez succession game
Post by: Iduno on August 27, 2019, 08:21:54 am
Back to the Warehouse. I lost my notes, so I can't remember the names of who did what. Also, the write up will be a bit short.

Spoiler (click to show/hide)

Update on research, and someone thinks they can just send runabouts so close to our base that our terrible radar can see them.
Spoiler (click to show/hide)

Mission time!
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One of the random researches from a hostage let us know about this.
Spoiler (click to show/hide)

No way our turtle can get to that bandit town before dawn, so we mess around until almost sunset. While we're waiting, the try to shoot down another ship. We don't quite get it, but it lands and I'm curious if our 2 Lok'Naars and one gal can handle this.

Spoiler (click to show/hide)

It was a short night, because I got busy with grocery shopping. I'll probably go to the Bandit Town tonight.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 27, 2019, 08:50:17 am
Maybe build that extra prison in the 2nd base? We'll need the space later on anyway.
Title: Re: X-piratez succession game
Post by: E. Albright on August 27, 2019, 11:36:15 am
Can't you just buy aqua plastics? I don't remember where, but in my personal game I've gotten about 100 without going underwater.

You get a steady trickle from robbery/enslavement, and some ships have them too.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 27, 2019, 12:08:08 pm
But a sunken USO, preferably defended by crabs or fish, is the best early source, as you get 300 to 400 at once.
Title: Re: X-piratez succession game
Post by: Iduno on August 27, 2019, 06:47:58 pm
Maybe build that extra prison in the 2nd base? We'll need the space later on anyway.

Also there. I just captured back 30 33 prisoners, including 9 hoes.

Another spoiler for the bandit town: 0 deaths...8 injured. Out of 8.

Are we down to one month at a time, or still 2?


The game:
Spoiler (click to show/hide)

We did more research (so much more).
Spoiler (click to show/hide)

Then we lucked out: another traitor bounty mission. This time we'll actually bring them back alive. I know the mutants want them dead, but the brainers can take care of that after they tell their secrets.

Spoiler (click to show/hide)

It looks like our final mission for the month is ninjas attacking Lok'Naars.
Spoiler (click to show/hide)

Our sectoweed farm was finally ready for harvest on the 27th of February (which is why we plant on the first). The plantation will be back to normal to get us our -120k "maintenance" at the end of the 28th. We make some cash, and have enough sectoweed left to re-plant. Bonus!
Spoiler (click to show/hide)

The extractor at Chin Shih base finished, so we can build a still then a mess hall. We should probably put a barracks south of the vaults for base defense, though. Maybe the prison south of the dojo?
Title: Re: X-piratez succession game
Post by: Rolan7 on August 27, 2019, 09:36:33 pm
As the player up next, I'm fine with you taking two months!  I got burned out in a little less than a month, but by all means keep going if you're up for it (:

Take that, Sky Ninjas!  Stupid meanies, bullying the poor Lokk'nar for those mysterious celestial Narlokks...  They probably think they're "good" or something.  Don't they know We're All Mutants?

(Last I checked sectoweed farming seemed about equal to basic plantations in pure profit, but a supply of sectoweed is good for some stuff.)
Title: Re: X-piratez succession game
Post by: Robsoie on August 28, 2019, 06:29:01 am
Great job at the bandit town, so many capture !
Title: Re: X-piratez succession game
Post by: Iduno on August 28, 2019, 06:55:18 am
As the player up next, I'm fine with you taking two months!  I got burned out in a little less than a month, but by all means keep going if you're up for it (:

Take that, Sky Ninjas!  Stupid meanies, bullying the poor Lokk'nar for those mysterious celestial Narlokks...  They probably think they're "good" or something.  Don't they know We're All Mutants?

(Last I checked sectoweed farming seemed about equal to basic plantations in pure profit, but a supply of sectoweed is good for some stuff.)

I think the major increase in money comes if you have the plantation empty on the last day of the month, so you get the effect of a regular plantation (120k less maintenance cost) on top of selling all of the sectoweed. Maybe that got changed?

Great job at the bandit town, so many capture !

The RPG was slightly inaccurate, then the second shot took out the side of a nearby building. Then that gal (you?) walked around with just the stun baton from her belt. I didn't show it in the pictures, but I did keep turning the night vision on/off to make sure we were walking around the light to take the best advantage of the guerilla uniforms.
Title: Re: X-piratez succession game
Post by: Iduno on August 28, 2019, 05:14:01 pm
Opinions on Devil's Reef for this crew? I mean, we know how to cook a lot of underwater meat for profit, but we've also got 10 gals uninjured. Probably drop in, capture some hostages, and run away if we do try it, but I'm open to any advice.

Also, thoughts on upgrading the blowfish to a deathtube skyranger? It's a bit less maintenance each month, slightly faster, less radar but both are terrible, and only one door on either. Bonaventura is a theoretical possibility right now. We need back to school (from *mutant alliance*) and interceptor assembly (from ship engine, which we might learn about from the traitors or the academy engineer).

And do we *need* 10 attack dogs at each base in addition to the normal garrison?
Title: Re: X-piratez succession game
Post by: Rolan7 on August 28, 2019, 05:42:20 pm
I'd like to keep those dogs for base defense.  They're cheap and reliable against everything we're likely to get attacked by (except drones heh).  My garrison troops tend to be painfully unskilled unless they're "retired" from more active service.  Hm, I wonder if I can capture a reaper or two...

The Blowfish works underwater and is electric, the Skyranger is nasty to deploy from and burns chemicals.  Getting the Bonaventura would certainly be nice though.  I still like the Turtle a lot but I know the speed is frustrating to many, and it's a bit pricey.  Shame it has so many new windows.

Edit: Oh and Devil's Reef is rouuugh.  I gave it a try personally and my fully loaded Turtle only juuuust managed to clear the landing map.  I know I didn't have to, but I couldn't resist.  Immediately fled from the second stage since I had so many wounded, and I was equipped more for land anyway.  Still got a bunch of score just for kills.
Title: Re: X-piratez succession game
Post by: EuchreJack on August 28, 2019, 06:07:54 pm
Opinions on Devil's Reef for this crew? I mean, we know how to cook a lot of underwater meat for profit, but we've also got 10 gals uninjured. Probably drop in, capture some hostages, and run away if we do try it, but I'm open to any advice.

Also, thoughts on upgrading the blowfish to a deathtube skyranger? It's a bit less maintenance each month, slightly faster, less radar but both are terrible, and only one door on either. Bonaventura is a theoretical possibility right now. We need back to school (from *mutant alliance*) and interceptor assembly (from ship engine, which we might learn about from the traitors or the academy engineer).

And do we *need* 10 attack dogs at each base in addition to the normal garrison?

But you already have the ship engine from the landed ship, I saw it in your screenshot.
You should probably be able to get Mutant Alliance, as you should have enough tokens by now.  I guess the real question is whether to make Pogrom Defense mandatory.

Personally, I think we can handle most Pogroms, except Mercenaries and Ethereals, and we can afford the hit if we roll one of those and have to run.
I would vote for going for Bonaventura.
Title: Re: X-piratez succession game
Post by: Iduno on August 28, 2019, 08:34:35 pm
But you already have the ship engine from the landed ship, I saw it in your screenshot.
You should probably be able to get Mutant Alliance, as you should have enough tokens by now.  I guess the real question is whether to make Pogrom Defense mandatory.

Personally, I think we can handle most Pogroms, except Mercenaries and Ethereals, and we can afford the hit if we roll one of those and have to run.
I would vote for going for Bonaventura.

Researching the only ship engine we have is plan C or D, they're like 1.25 million to replace, so...

Also, we've already got mutant alliance favors. The only cost for Mutant Alliance is some research time, and pogroms. I think we can handle them, but we'd need to use less automatic weapons and explosives so we don't kill civilians. I'd agree we should go that route, though.


The Blowfish works underwater and is electric, the Skyranger is nasty to deploy from and burns chemicals.  Getting the Bonaventura would certainly be nice though.  I still like the Turtle a lot but I know the speed is frustrating to many, and it's a bit pricey.  Shame it has so many new windows.

The turtle is barely a step up from skyranger, but it is one. Not burning chemicals is a big improvement, though. Sadly, we killed too many of the reticulans, and didn't learn how to build the Triton when it was useful. I mean, it still is, I guess.

Also, I don't lose many gals, but injuries means I've found another use for dogs: filling spaces. We do take a point hit from them dying, but we're not bad on that front right now.

And the game (in my jerk character):
I was wrong about the still. We need to research hellerium to learn about alchemy before we can build a still. How the brainers know that but don't know how to skip steps is beyond me.

There's a crash-landed ship.
Spoiler (click to show/hide)

February:
Spoiler (click to show/hide)

We take a look at the Devil's Reef.
Spoiler (click to show/hide)

We got a delivery of runts at Chin Shih base.
Spoiler (click to show/hide)

The academy engineer we politely questioned taught us about a medical slicer, but more importantly, unlocked basic engineering and hyperwaves. Useful radar soon!

A megapol car showed up, giving our scarab crew a bit more experience. Also, the rest once we attacked it.

Spoiler (click to show/hide)

A medium ship travelling at 400 [harvester or excavator] also showed up, then immediately disappeared. We need real radar. Then a small ship showed up, but we backed off when we saw all of the guns on it.

We also finished the dojo at Chin Shih.
Spoiler (click to show/hide)

Research update:
Spoiler (click to show/hide)

And the one more mission I hoped for: a landed ship. We're a bit short on Gals, so slave soldier Iduno joins.
Spoiler (click to show/hide)

I guess that could have gone better.
Spoiler (click to show/hide)

We also learn that academy hazmat suits are terrible. Good news for us, those things can't stop our stun batons, despite looking like armor.
Spoiler (click to show/hide)

I tossed the 8 researchers we have into slave processing, because money and also because they don't know anything new anymore! I also ordered another Lokk'Naar for a fighter pilot (excellent accuracy and reactions? Pilot!) and 2 more warriors. Enemies aren't getting easier, and we don't know how to build a surgery yet.

A second engine from that last mission means we can also build a hunter-killer. Or research if that traitor bugeye doesn't tell us what we want to know and we don't want to wait for more engineers/traitors/decrypted disks/anyone else who knows how engines work. We can get more by following ships until they land. Probably easier with a ship that doesn't speed up when you get out and push, but we should be catching excavators and harvesters.

That's part of March. More research to get done. Your call on joining the mutant alliance now or just soon. And we'll want alchemy so open a still so we can build a mess (probably). I'd wait until we know about hellerium and small engines before questioning the last traitor (so about 2 days). Also, there's a scientific experiments, which is an easy training mission even with a partial crew. Medic in the main room is the only one who takes more than one hit from a stun baton even from behind. If you keep seeing academy, maybe you can stun a few more drones. We need more wire to make more chainmail (conductance means it resists laser and plasma).

Here's the save. (http://dffd.bay12games.com/download.php?id=14521&f=succession+game.rar)
Title: Re: X-piratez succession game
Post by: Rolan7 on August 28, 2019, 09:56:42 pm
Word, I love experiment missions!  Probably because they're an easy medic capture, and experiment victim for Alliance tokens.  I'll give this a go in the morning. 

I'm excited about that engineering research, I'll definitely work towards hyperwaves.  Normal radar is so uninformative, which is why I don't bother to expand radar coverage with expeditions and the radar-plane.
Title: Re: X-piratez succession game
Post by: Robsoie on August 29, 2019, 06:35:35 am
Impressive end month score, i never got one so high in my personnal saves.

Quote
we'd need to use less automatic weapons and explosives
Screams of horrors can be heard from the sickbay. :D
Title: Re: X-piratez succession game
Post by: Iduno on August 29, 2019, 07:58:01 am
Thank you for the compliments. Yeah, that turn felt good, even if the score was a bit lower than I'm used to.

I got a lot of captures and a lot of interrogations, but our sickbay is full. I don't like leaving someone with less than a full crew. Also, we're almost out of apples. I got none from the ninja gal battle.

I do like overcharged radar to the larger radius, but I tend to follow craft until they land. I even managed one reticulan base so far from the imperial probe. The overcharged radar and the single armored vault we start with can even prevent some base defenses if we're in bad shape.

Hopefully the improved amount of slaves and courtesans means we'll have fewer money troubles. And the research getting us close to hyperwaves, persuasion, building our own ships, and better medical technology. Not close to finishing off the Lokk'Naar/Narlock pantheons yet, but I can't remember for sure what that gets us. Shadowtech?

And letting loose with whatever weapons you want is fun from time to time. Like just killing all of the witnesses instead of sneaking in Hitman games.
Title: Re: X-piratez succession game
Post by: Rolan7 on August 30, 2019, 08:15:04 pm
(When I started this morning (not yesterday, sorry) I was pretty distracted by RL stuff.  So I didn't really feel "in universe" until about a quarter of the way in, which is the part I did tonight.  ah well!)
(I also messed around with Python to insert the image URLs into my placeholders.  I had some success, though I tried to do too many things which are flat out easier with a few find-replace's.  Still, it did move the URLs from a list into the document, which is a time saver!)


Spoiler (click to show/hide)
So for my first great plan, we go to the Academy's desert outpost in chainmail.  In the day.  Derp, it's fine we'll hurry.
We're armed for capture, mostly stun batons and lassos, so of course a drone is hovering in the distance.  Spiteful Tychus picks up a magnum and puts it down, impressive range on that gun for aimed shots.  A hapless Yeoman wanders out and dies to two laser-pointer hits, which is amusingly pathetic.

I usually think of chainmail as including a shield, but it doesn't matter when you don't get hit.  Tricksy nurse who wandered out the door stands back up *twice* before Iduno gives her an extra-long lasso shock.  Good practice.

The medic ambushes from the central courtyard, getting some hits in Honorable Mugs' weak side armor while she was taking down the final nurse.  Nothing life threatening, but still kinda embarrassing.

Spoiler (click to show/hide)
A cakewalk, but I still managed to get shot at.  Ah well, everyone's mostly okay.

A convoy approaches from the sea, getting uncomfortably close to us, making me glad we have the Scarab.  I wait till they land then attack.  It takes almost the whole charger laser but they're disabled.  Not sure what faction they are... I decided to send the blowfish in the morning, if they're still there.

Ooh forget that, we find another warehouse!  ...Dang though, only 4 gals and a lokknar fit to go.

The brainers interrupt with a report on small ship engines (they're ship engines but small).  I was going to have them formalize an agreement with the Mutant Alliance, but we'd be lying... there's no way we can crash a pogrom until some of these gals recover.

Well, we're pirates, so yarr.  We really only need a week or so to be in decent shape, and we really need those sci books ASAP.  I also give the brainers the medic to play with.

Spoiler (click to show/hide)
In the meantime, the warehouse.  ...I hope this isn't a mistake.  Khan and Iduno take shields as pocket-las, Typhus and I take tac-vests and lassos.  Our lokknar pilot seems happy with a stun baton and pistol.

Spoiler (click to show/hide)
So far so good.  Their light arms glance off the shieldwall as we advance, bashing them down.  Tychus and the Lokk run off to take care of "snipers" taking potshots from nearby buildings, nothing heavy though.  Guild hostess comes charging out with a stapler, gets a shield to the head.  Pretty rough hit... I pour some beer on her but she's barely breathing by the time we secure the area.

Spoiler (click to show/hide)
I felt understaffed but well equipped for this, we took no wounds and got a decent haul of loot and captives.  Mostly soylent and smokes, but another oversided tac vest which is always nice.  I wonder why they carry our size?

Oh hm we had a lot of things set to autosell.  I can't argue with the various small arms, but I'll be keeping that vodka thankyou.  Nothing says "you're worth more if you don't bleed out" better than pouring vodka on a foe.

Spoiler (click to show/hide)
Had to ransom someone off and- Oh lordy, where'd this brothel come from??  C-certainly impressive.  Damn though, we need to negotiate some work/release with these captives.

First though, I celebrate the flawless mission by checking out that smashed convoy after all.  Just to make sure they don't go squealing about our location (though I think shooting them up accomplished that).

Spoiler (click to show/hide)
wat
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for Xs sake
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Well fine, they've got light arms and I've got chainmail and literally unlimitted lasers, let's do this- WAS THAT A GRENADE
He just bounced a GRENADE off the windowframe and oh of COURSE he has a dog
And the Lokk can't shoot over the chair, and the flashlights didn't even wound him, uhhhh yeah hell with this.  I'd love that busted up truck to the north but I'm not risking a grenade hitting every able-bodied gal we have.  myself included

News of a seawreck off the Cali coast.  Swimsuits on, beach episode!  Also Zaxx wants us to check out a wreck with "special assets" which ain't happening, I'm looking to fight fish not deep ones.  Right now.

Spoiler (click to show/hide)
We learn a bit more about the warm fuzzy stuff that keeps us alive and healthy.  It's nice that it's everpresent in our zones, but industrial or commercial uses require a tediously refined version.

Osiron security threatened to smash our facilities next time he attacks our hideout.  He had balls.  He suuuure did.
His friends aren't being so rude, though.  We could keep interrogating them, but our brainers are very busy and they don't seem to know much of immediate use.  The Researchers we saved from the academy are proving very helpful - I set the runts to recruiting these sec-grunts to help out around the base.  We're all just pawns to the Academy, they'll see that.  Together we can get revenge.  And alcohol!

The Guild sec have literally nothing left to tell us, and apparently hate the Academy for other reasons, so they may join as well.  They certainly seem to know their away around the storerooms.

Spoiler (click to show/hide)
Little to report.  Decent haul of recoverable plastic, infested with tonight's dinner on rice.  Ooh, and a pair of stasis pods, now those are nifty!  And half a sonic oscillator.

Bandit Warehouse bounty hunt should be pretty easy.  We can even wear chainmail, though we have to leave the shields behind!  Fair.  And aww, can't use a proper transport like the Blowfish.  Needs to be the scarab... eehh yeah four gals in chainmail can do this fine.  Particularly since kustom handcannons are infiltrateable!  Aw yeah, chainmail and handcannons, much stealth~

(Sidenote, I'm noticing a lot of melee weapons in the right hand and guns in the left.  Ctrl-clicking equipment from the ground defaults to the opposite, and it's amusing how noticeable the difference is, heh.)

Spoiler (click to show/hide)
That hulking bandit mutant turned out to be quite the conversationalist.  Gave us some fighter specs before he sadly had to go.  Farewell!

Spoiler (click to show/hide)
OPERATION STEALTH IS GO, haha look at these cannons.
Spoiler (click to show/hide)
jeez this thing kicks hard.  He's still alive after two hits, too.  Owow, "nooo I don't need chainmail just a vest for me, I'm Good"... ow.

Spoiler (click to show/hide)
Ooh these actually bash pretty well, forget the stunprods.  No need to be careful with these mooks.

Spoiler (click to show/hide)
Screw you for making me search.  Though I do love the swishing sound chainmail makes.
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And double screw you.
Spoiler (click to show/hide)
Always a pleasure doing business with Jack, though.  Ooh some silver bars, taking those off auto-sale.  Some chips and drugs, but mainly the four execution trophies and Jack's good graces.  And almost unscathed - what 4 days?  I said I'm Good!  aww fine.

Spoiler (click to show/hide)
And hop from the scarab right into the Blowfish in time to... Yep, catch this landed fool!  Who says the Blowfish is slow?  Ha!
Spoiler (click to show/hide)
Hot dog, landed right next to it too.  Note to self: remember to bring dogs, scouting is important.  Also get some lighter MG belts, even Cynical is slightly overencumbered by this much ammo.
Spoiler (click to show/hide)
Ohai~  Wasn't sure what we'd caught, this is a relief.  Batons come out...
Spoiler (click to show/hide)
"Thought I saw something!"  No, you wanted to run a weapons test on that wall.  With... disappointing results, honestly.
Handcannon round to the face puts an Osiron grunt to sleep, welcome to the team bro.  Oops, he stood up from the bandaging...  This is why I meant to bring vodka, darn.
Spoiler (click to show/hide)
I got a bit overconfident here, dammit.  Ooh but Cynical actually did see something this time, an Engineer!  Quite valuable, so it's annoying she sent another 10 rounds at her.  Engineer's still up though, just screaming bloody murder. 
Typhus had 6 wounds jeez D:  She'll live but that turn of bleeding took a lot out of her, oof.
Spoiler (click to show/hide)
Ah good work finding the last one, Cynical!  ...What do you mean you didn't have room for a stun baton?  Cynical?
...
Cynical did you just unload for an entire turn, crouched, at that range, and inflict no wounds?
On the ENEMY, Cynical, RECEIVING a wound from reaction fire doesn't count!  You have 70 firing wtf
Yeah I'm becoming less impressed by wheeled machine guns (at least until we get plastasteel rounds).  Shoulda just packed another handcannon.
... Two more short bursts on the next round and STILL no wounds, this is bad...
She fortunately falls unconscious instead of dying outright, as backup arrives and handcannons the problem away.  She'll be recovering for a while, though.

So what'd we get for that?  An engineer obvously, which is always good (particularly if we could learn to talk to them better).  30mm cannon stuff, poison grenade, steel and hellerium... Oh right, another full ship engine, that's pretty good!  Not to mention we saved more people from the Academy, which is personally what I'm all about.

Spoiler (click to show/hide)
Oof... There we go, I suppose.  It's scary, but it's the right thing to do, and they're helping us as much as we're helping them.
And while MY fight is with the Academy, it's not like the Humanists care.  We're all scum to them.  It's our duty to fight back, and we're stronger together.

More pragmatically, time to get some higher learning up ins, ASAP!  And... OH RIGHT we can see about recruiting bugeyes, eee!  I'm sure they're not everything the legends say, but our contacts insist they're exceptional medics.  They're also soooo cute!
Spoiler (click to show/hide)
:O  Blood Hounds!!!

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Now that things have calmed down a little and we have a bit of dosh, I have to admit the 35 empty workshop space is bugging me.  Some of that capacity is from the store-rooms of course, which we might not keep forever, but still.  I'm ordering yet another barracks constructed, which gives us room for a full compliment of runts and about 10 beds for more hands (peasants, perhaps).  Though I'm waiting till the 16th to start contruction, so that we charged an extra month of maintenance.  See, that's my runt background coming in handy~

Scarab heads out to intercept some civilian group.  I'm not sure how 8 of them packed into that thing, but they were all pacified without incident.  Some sort of construction crew, maybe, though one of them is remarkably... out of shape.  A foreman perhaps.  Harassing civilians like this feels a little strange after signing with the Alliance, but our survival comes first.  And our revenge.

Spoiler (click to show/hide)
Close call with some sort of fast vessel.  I should really look into better craft weaponry, despite it not being my "thing" generally.

Spoiler (click to show/hide)
Ninja gal tells us the secrets of real-time versus turn-based combat.  Set free after totally promising to never ever bully Lokks, for reals this time.
Spoiler (click to show/hide)
They're just pushing buttons like us!  They just know which buttons to push.  Well hell, we can learn that too...
Spoiler (click to show/hide)
The bugeye traitor spun a sob story until I finally just let them go.  Dunno whether there was any truth to it.  Too sober for moral dilemmas- we're pirates, come on!
In lighter news we apparently have four industrial scanners!!  I'm not exactly sure why, but I feel like that's fantastic.  All my runt instincts are saying these will be useful someday.  And I think they're mostly found on certain craft, for whatever reason, so I'm not likely to find them myself.
But for now the focus is these science books.

Another Academy ship dares land next to us, will they ever learn?  They should fear us!  ...Why does our dog start behind the gals, that's dumb.  bad dog.  Okay sorry, you are good dog, I am just mad!  Mad about the Academy!

Spoiler (click to show/hide)
Pretty map though, boom forest.  UAC chaingun rules.  I'd say it's redeeming machine guns, except it really isn't one.  I pushed waaay too hard, really.  The Osiron couldn't get any hits, but a medic came out with a laser pistol which cut through Shibari's chainmail like nothing.  She received a bandage and took cover though.

Spoiler (click to show/hide)
The light machine gun sure isn't calibrated for accuracy at long distance, but Boyzitbig finally tagged the medic with a couple.  She collapsed on her turn, and we sprinted up to disable her Osiron escort and patch her up.

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Ooh nice, another engineer with another laser pistol!  VIP stun baton treatment for you and your friend!

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Why don't they fear us?  ...They will.
wait why did they have spike rockets lol
Ohgods immediately a temple raid, my runts are actually having trouble orienting all the rescued!  Well, that's a fine problem to have I suppose, and Temples are mostly harmless.

One of the several (!) medics we have finally explained those Surgery Units they were always hooking us up to.  She was very graphic, and disturbingly... excited.  How much of our torture was actually for science?
Spoiler (click to show/hide)
Rather than think about that, I finished my treatise on distilling.  Now *everyone* can make moonshine!  Or grog I guess.  casuals.
Spoiler (click to show/hide)
And we've finished sketching plans for a place to sip it, while reading ancient tomes.  And uh learnin' stuff.
Well actually we sketched the plans to start researching the library, one step at a time I suppose.
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Oh congrats I guess
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Pff yeah I'll say you're out of training.  Even us gals don't get much better than that!

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Temple needs a new groundskeeper
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No problem (My evil twin caught a round trying to block a bullet with her barbarian shield, but she'll be fine).  Got a sharp guy too.
I see we're autoselling Neophytes... hard to argue with that.  I'd rather rob for bluechips, but it's so little either way that who cares.  Not worth the hassle.  And too zealous to save.

Spoiler (click to show/hide)
Some junk text on a data disc.
A couple days of quiet, then a landed ship:
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Oops sorry for the trouble officers, thankyou for your service bye
Not that we couldn't take them, but why harass the governments when they're giving us a chance?  We *aren't* just bandits.
(The two in swimsuits are the warriors who just arrived.  Swabbie tradition, good to get those secondary stats up)

Spoiler (click to show/hide)
Good, the library research itself was faster than the sci books.  Just need to scrounge up some dosh... Ah, these neutronium coupons do nicely.  Hooray for gambling!
Spoiler (click to show/hide)
Since we're waiting on the library anyway, I arrange things with efficiency in mind.  Few wasted hours here!

Mutant Alliance: Did you know that if you hold a flashlight at night, you stand out?
truly their wisdom is beyond compare.  also were the "headlights" really necessary to illustrate that

Spoiler (click to show/hide)
This seems a little pointless- oh, fire rounds?  Alright I guess.
Also suppressed pistols but not shirts apparently.

Goblin Zaxx archaelogical dig hm?  Shouldn't be a problem, any opportunity for bounty tokens (as long as it's easy~) hmmhm, blowfish is almost there-
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balls
Title: Re: X-piratez succession game
Post by: Iduno on August 30, 2019, 11:37:03 pm
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So for my first great plan, we go to the Academy's desert outpost in chainmail.  In the day.  Derp, it's fine we'll hurry.
We're armed for capture, mostly stun batons and lassos, so of course a drone is hovering in the distance.  Spiteful Tychus picks up a magnum and puts it down, impressive range on that gun for aimed shots. [/spoiler]

Robots also go down easy to stun batons and lassos. They're a good source of laser parts and okay source of superconductive wire. And I'm guessing you aren't the first to forget to bring fans (or radiator shirts, if we had the superconductive wire to spare) in backpacks to cool down.

Also, I don't think silver bars do anything except open stuff up when the first one gets researched.
Title: Re: X-piratez succession game
Post by: Rince Wind on August 31, 2019, 02:03:39 am
That pogrom should still be a freelance one if it is not the new month since researching the Alliance.
And even after that it still might be a freelance one.


I also think that silver is pure merchandise at this time.
Title: Re: X-piratez succession game
Post by: Robsoie on August 31, 2019, 12:29:27 pm
Nice start for this month.
About the heavy machineguns Gals that are missing, there are some armor that gives +Firing points maybe it would be a good idea to give our machinegunners one to get a few more accuracy % .

checking on the ingame bootypedia for my save, i see the following :
Pirate +5 firing
Blackhat +5 firing
Warrior +5 firing (but has some nasty "Large Target" malus making the Gal easier to hit by enemies)
Guerilla +5 firing
Night Ops +10 firing
Sniper +20 firing




Title: Re: X-piratez succession game
Post by: Rolan7 on August 31, 2019, 06:05:04 pm
You're right about the silver bars!  I assumed they were needed for later chip forgery like gold bars, but nope.
And yeah the Pogrom was freelance, and freelance ones will remain in the mission pool.

+Firing clothes are nice, I've used Sniper in particular before to maximize, well, sniper rifles.  I suppose that would work just as well for long-range machinegunning.  That one gal did get some hits though, they just didn't pierce the Security's front armor.  Plastasteel rounds are a lot more effective in my experience.  Or one of the MGs that shreds, of course.

Anyway, here's the rest of the month!  I'm pretty good to keep going, perhaps even *gasp* I'll do an entire month :P  Or to the end of next month if that's cool.  Save might come tonight, though I suppose it depends on RNG.

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Technically this is Freelance, the Alliance didn't request our help.  But we can, and I'd like to.  I seriously doubt we'll clear the area, but at least we'll take a few oppressors down.  It's going to be a night landing, time to spread some terror of our own.

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After a short briefing on hyperwaves, I guess!  So apparently most people don't have a psionic communication network, and have to use energy signals or something?  Weird.  That means we can listen in, eventually!

Military police?  What are they doing here?  Are there... humanists in the governments??? yeah I mean obviously, still makes me mad.
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uh for real?  There's no way this actually hits, right?
Yeah not even trying.  I do know that 100% shots can "miss" due to geometry voodoo.
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Much better.
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And wow, I only expected this shot to destroy the fence.  Nice.

Okay, not bad.  Two scum stunned, one deaded, Good me is bleeding a little from a shotgun (come ON tac vest), time to listen out for a tank...

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These are mostly just "activists"!  Albright dumps one of the sleeping MPs in the Blowfish, gathering some Panzerfausts just in case, but I think we're going to win this.  The MPs have decent body armor, but the Kustom Handcannons blow through it half the time.  And doubleshoot (;
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We charge forward recklessly, shooting and smashing, leaving ourselves open for counterattack.  But the locals are fighting as well, some dying as they throw themselves on the attackers.  Others taking revenge.  Perhaps all they needed was a little hope.
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By the time we cross the town, the Humanists have shown their colors.  Throwing down their weapons and begging, or giving off their hiding spots by firing, terrified, into the night.
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Which tool for this job...
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Queue about 8 turns of bughunting and knocking people back down before I find this chucklefuck by him throwing, what, a gas grenade at me?  It didn't light any fires...  and of course he tanks 4 handcannon rounds to the side-armor.  Keep inconveniencing me, see what happens.
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Hey, hold in there.  (Nice, a young uber!  She wakes up after being bandaged)
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This is bull.  I shoot him that much in the arm, and he still hits 7/8 shots, the SMG doing that much damage through the tac vest.
Thankfully she manages to down him with no less than 6 swings to the back of the head... and that's it!
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Aha I love that we lost some points for killing the military police.  Lots of survivors though!
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Oho I thought I saw some apple trees!  And FIVE young ubers, that's really good!  (I've been playing Male Touch where that would be a godsend).  Also I suppose that was a riot grenade I saw earlier.
Guess one of those MPs was a prepper, heh.

Really not bad.  I mean, resistance was relatively light, but it was fairly numerous and we took very little wounds.  Pretty much just poor Boyzitbig, for- oh jeez, 37 days.  Well... hey, month-long vacation.  An Onsen would be nice about now...

Can't wait to deprogram these humanists, but I'm going to interrogate one first to get Slave Lasher researched.  Because, personally?  I never use Slave Lashers.  Not really comfortable with it, but I won't undo anyone else's choices obviously.

Hrm, ratman rodeo... Think I'll pass.  It's one thing when they're harassing the Lokk'nars, but seeking them out to kill is eh... anyway, their loot sucks.

Bam, we track down another Academy "experimentation" outpost a few minutes later!  Much more like it!

should probably put EuchreJill back in real armor, she's still equipped for undersea adventure... hmmph we need more chainmail, it's so nice!
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why is present day full of so many fucking fences
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Mission goes fine though, mostly (played sleepy, MCreeper and Andromeda got wounded for about three weeks each)

Wow a "highway house" gets spotted almost immediately.  No rest for the wicked!  But the arky-logical dig is still up so I do that.

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I think we have a few spacesuits from the casino... The brainers also mention some "strange message" coming over the waves, but it's encrypted.

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Digsite seems pretty quiet.  Maybe nobody's here?  Valuable coins and scrap metal are just lying around for the taking!
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no really where is everyone?  Can I just take these?  Hello?
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AGH SPIDERS FUCK (darn, was hoping for tomb raiders)
Lost the dog, but captured the spiders.  Evil wants to train them but we're just taking the venom.  And 22 valuable coins, woo!  (Also huh apparently underground missions count for "Nightingale", even during the day.)

Woah and then a whole bunch of research finished:
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The runts demand extra pay for disecting spiders.  Can't say I blame them.
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We crack open that weird box we found.  No wonder it was so heavy, jeez.
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...Really?  Who thought this was a good idea?
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City life seems pretty decadent, but give me the zones and hellerium any day.
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We *finally* finish "analyzing" those dead crabs.  I think the hellerium kept them from rotting.  Mostly.
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Lokk beliefs are weird.
Not pictured for cheesecake reasons:  A Girl Guidebook warns us "Greed kills.  Don't stuff your mouth with more than you can swallow".  screw you guidebook imma eat a whole meatslab
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I forget where this came from but it's adorable
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?????  Who the heck's Clemborg?  Is this some Alliance broadcast?  Hello?

I have the 6 Small Engines dismantled, since we have no forseeable use for them.  This nets us some useful superconductive wire and valuable hellerium.
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This creep buzzed past the base super slowly, but emptying the charger laser into it didn't bring it down.  It threw some trash at us, and the runts refuse to recharge the laser until they finish cleaning the hull.

Apparently copper coupons can give Old Earth Books!  These'll look great in the library.

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Spooky
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Related article in the Solar Courier?

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Mean
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Science!
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Reading magazines is totes "research"
Like this girl guide I can't show you because of unrealistic outfits (even by our standards!)  It's not (just) porn - it tells us we can unprime grenades!  That'll definitely come up ever.
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I wonder if we're causing too much trouble.  I just want the Academy to pay, all this Star God crap is way beyond us.  Benefactors or no.

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Oh right, I almost forgot about those five girls we rescued at the pogrom!  They've got some naive but interesting ideas about voodoo.  (And Wench outfits lol)

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Who the heck is buying these?  Those apocalypse cultists?  Reassuring that they lack armor, though they're pretty flame resistant.  duh
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Gross.  But I feel like we're learnin' things.

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And then they screamed for three episodes to power up.

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Euugh.  Looks like cutting and bashing work too.
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Another fine humongous gentleman described his private barque, and offered us a ride some time.  So generous!

Wench outfit researched.  Seems pretty impractical- I mean, heels?  Really?  Maybe if it worked at range or something.

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Aaand that the end of the month!  Not too shabby, though most of that was lore-research and celebration of the Alliance.  Plenty more lore to go though, I've avoiding data-discs until the more specific sources of lore dry up some.

It's funky how the 10th to 20th or so were jam-packed, then nothing really happened for like 11 days.  Some flybys I guess but nothing that looked worth shooting down.  Our unpaid workforce expanded nicely, and the library is well underway, leading to great things in the future!

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Bonus research.  I'm a little skeptical, but I love the idea of an Onsen.  "Plotting" also sounds veeeery useful.
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Queen Teuta, looking good.
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Ching Shih 2nd, doing fine I suppose.  Now that we have some cash I should probably be building in it, even just plantations to build over later.  A Large Barracks would be quite nice, I wonder what research we're missing.
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Vaults are nearly full but there's plenty of clutter I could sell.  The smelly rags for a start, but we've generally got excess raw materials I ought to be using.  A nice problem to have~  I suppose craft and craft weapons would be an obvious use, along with more chainmail (someday plate!) and kustom handcannons.
Title: Re: X-piratez succession game
Post by: Iduno on August 31, 2019, 08:53:02 pm
Pretty good. Although you can avoid getting shot by getting into melee range with energy left, if you have good reactions+melee. Just don't walk up to an enemy and use the drinks to give them energy instead of yourself.

Okay, not bad.  Two scum stunned, one deaded, Good me is bleeding a little from a shotgun (come ON tac vest), time to listen out for a tank...

These are mostly just "activists"!  Albright dumps one of the sleeping MPs in the Blowfish, gathering some Panzerfausts just in case

You shouldn't see a tank with anyone other than ratlings in mutant pogroms. I also don't usually expect to see armored enemies in them either, so I could be wrong.


+Firing clothes are nice, I've used Sniper in particular before to maximize, well, sniper rifles.  I suppose that would work just as well for long-range machinegunning.  That one gal did get some hits though, they just didn't pierce the Security's front armor.  Plastasteel rounds are a lot more effective in my experience.  Or one of the MGs that shreds, of course.

Or any weapon that ignores some armor. Cattle Prods are hilarious weapons with their 70 damage for 20 TU, ignoring armor, and melee ruining the enemy's aim if you don't manage to hit them. Perfect for reticulan mechtoids (which should start showing up?)


Vaults are nearly full but there's plenty of clutter I could sell.  The smelly rags for a start, but we've generally got excess raw materials I ought to be using.  A nice problem to have~  I suppose craft and craft weapons would be an obvious use, along with more chainmail (someday plate!) and kustom handcannons.

Also, we've got an insane amount of beer. Hold another party? They're good enough for healing stun and regaining energy, but we get like 1-2 from a lot of missions, and more from Jack.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 01, 2019, 02:46:29 am
Looking good!
Title: Re: X-piratez succession game
Post by: Robsoie on September 01, 2019, 04:08:43 am
That sounds like a good month and wow at that score !

Title: Re: X-piratez succession game
Post by: Rolan7 on September 01, 2019, 04:27:47 am
Yeah thanks y'all, pretty happy with how this went.
oh and robsoie sorry about getting your gal super-hurt, she was in the Savage "armor" for some reason so I went YOLO.  She was fairly effective with it!  Just fragile.

@Iduno
I do know about charging into melee heh- I use it a lot in my own run, but I guess it feels a little gambly for ironman.  Plus with the chainmail (which I'm loving) energy regen is a bit low for such tactics.  And I'm awful about remembering to bring/use beer, except on Escape Tower.

Also I've totally seen a tank on a Humanist pogrom...  Though I'd never seen this force composition of mostly-activists with a few instructors and military police.  I've seen armored cars too, pretty sure it was Humanists there too.  Freakin scary, though panzerfausts rock.

Cattle prods are a little tricky with the 20 TU cost, size, and 2-handedness but yeah they do hit very effectively.

and I did sell a bit of the beer.  Headcanon:  "Selling" stuff is often sold to the crew (they have salaries, after all).  All those casino vegetables are probably getting eaten on base.  Not to mention the various smokes and alcohols~

btw I think we have 420 sectoweed lol

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First off, some more construction on Ching Shih 2nd.  Extractors are nearly as good as workshops and considerably cheaper, workshops just unlock certain recipes.  Since I'm mostly thinking about simple profit (for now) extractors and stills should be fine.  The plantations are mostly placeholders as usual.  A Large Prison would help clear up space at home and be a good spot for Courtesans, on top of the defensive potential (I assume, seeing as we don't have a blueprint yet).  And a Large Barracks would just be so nice.  Maybe some manner of 2x2 workshop - we'll see, there might be a third base by then anyway.

Skipped some unremarkable research...
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Intercepted this civilian-looking craft, but it actually fired back a little!  Some highwaymen with delusions of grandeur.  And a grenade launcher, but they didn't get a shot off~  +1 small ship engine.

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Apparently drinking it doesn't work.  Now we know that.
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Shoot down a sharp guy with some "tough" escorts.  A freakin billhook?  Easy loot.

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Now we can pretend to be dogs!  Barkbark!
Library complete!

Weird, a ship lands nearby before we even spot it.  We pay it a visit
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Oh hey, that's an antitank rifle.  OH SHIT that's an anti-tank rifle!
Everything seems to be in order good day (I sorta wanted the rifle, but the agent wasn't alone and I don't tend to attack the government troops.  I think we can buy it anyway)

"Plotting" turned out to be... story construction and pacing.  Something that's completely alien to me :P
It does give us a nifty option, though, to *Stop Targeting Civilian Traffic*!  I am obviously in favor of this, but I'll leave it for the next captain to actually make the decision.  (Comes with an infamy bonus too IIRC)
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Yessss another way we're better than mere bandits :D  We need to build this immediately!
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Uh... somewhere.  Dangit I don't want to deconstruct a prison *again*, having three is very nice.  But to replace a storeroom I'd have to hire workers, and we'd lose 5 runt capacity as well.  Hnn...  I guess the dojo should go.  It's mostly useful for newbies, and we still have that option at Ching Shih.  The Onsen itself also provides a few training slots.

Heh, costs 50 sectoweed.

Another Necropirate-looking craft drifts by, again we're unable to pierce its hull.  But Zaxx gives a lead on another corrupt priest, which is always a fun milk run.  No chainmail allowed, but a lot less resistance than a normal temple.
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Rocks... rocks aren't loot.  Put them down.

Hehe pillow books take 690 work hours to make.
Not profitable, sadly.  Require porn worth $1800, sell for $9000, so that's roughly $10 profit per runt-hour.  Whereas Grog is ~4400 profit for 240 hours, close to $20 an hour.  Woah, they give a *lot* of research though!  And a bonus if we complete the pantheons?  Sure then, let's manufacture some culture out of... porn!

The necropirate ship is so slow the runts actually complete repairs and rearming in time to re-engage and crash them!  I'm not too excited about fighting necropirates, but I don't like them flying around our base.

We finish negotiations with the Bugeye ambassador, allowing us to recruit them.
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Hm, hits harder than the charger laser and is more accurate.  Slow but seems like a good trade off, particularly against armor.  Not enough bits to make one yet though.
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Cleaves tech?  Except not really, apparently.  Seems like a crude weapon.

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They're mostly armed with simple flintlocks, ah takes me back.
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What an ugly ship.  How was this flying?
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AGH HOUNDS
They don't get through my chainmail though, and their armor's only tough in the front.
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Craaap, Honorable Mugs tried to wrestle one with a blunderbuss but failed and took all four barrels to the chest.  And apparently I forgot to equip bandages DX  Two gals are back at the ship patching up minor injuries, but now I just have to finish this before Mugs bleeds out.
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Damn.
EuchreJill also takes a quadruple blast, also at point blank, but the shield protects her.
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This suuucked.  I mostly blame it on everyone sprinting up to the north, then charging the ship in the west, in chainmail.  Everyone was too exhausted to wrestle properly, and the handcannons ran out.  And the bandages weren't equipped for whatever reason... bluh.
On the bright side, Iduno's now a boss gal
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RIP

Another small ship lands nearby, so we check it out.  Trade guild this time! 
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"Expendable Robsoie" did a shitload of drugs, ripped her shirt off, and ran screaming into the darkness.  This didn't go particularly well for her, but it went even worse for the ship's captain (fortunately she used the baton instead of the fuckoff-axe).

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Oh weird, never seen one of these guys.  Looks... creepy.
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Ah I see, it's some sort of ferry service.  More hostages~
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Yoink!  And Robsoie will be fine... I think.  She's still twitching at least.  (Sorry XD  I assume you chose that outfit.)

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This is an excellent plan that cannot possibly go wrong!  More importantly we finally have a use for the dark ones in prison.

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OHNO
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Dammit, Academy!  Actually I'm a bit relieved it's them, should be pretty easy (probably didn't need to hand out all those panzerfausts).  And I guess this means they're taking us seriously.  But if they think they can stop us, they still have a lot to learn!
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Oops... turn 1 victory.  The only wound was to a dog, and he's a good boy who's gonna pull through.  We didn't bother trying to capture, existential threat and all.

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Always time to redress a wrong.
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Strange road system.  The streetlights are kinda spooky, particularly since the pools of light are naturally dangerous.
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Apartment buildings are always pretty tedious, but the Alliance is appreciative.

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Ha, I didn't know these had a combat use.  technically
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huh.  I thought we just claimed the most badass title that didn't draw laughter.

Still finishes in Ching Shih, grog around the world!

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This is so silly I love it.  What are we, super mutants?  wait
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That ferry also had a user's manual in it, so uh... now we have it's details I suppose. 

Blood rituals and bandit town... nah.

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We finally get some details about our mysterious benefactor(s).  Even though we had to bully some Lokks to get it ):  And we still don't *really* know anything.  Fact is, we're dependent on them, whoever they are.  Can't say I'm happy about that.

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Hunting trip!  Guh, these things be ugly.  Glad it's daylight.
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Damn, they're even faster than they look!  And Quick me clumsily reaction fired into Good me's freakin arm, thanks for that.  Wish we could tame these things, they sprinted practically across the map.
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Took some alive anyway, good reactions training with the batons. 

Ohno another attack, at Teuta this time! 
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Blast!
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I'll stop them!  Me, my army of dogs, and y'all can pick up some panzerfausts too just in case.  We're actually in pretty great shape.
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Ha, okay, sure XD  I just handed out a dozen panzerfausts for *ratmen*.
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though I mean... that does work~
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Eehehe aw bad picture.  guess I gotta do it again
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"Boss Gall" Freckled Bee missed five out of six shots against the rat 2 steps from her... 73 firing skill... fortunately his friend back then reaction fired into his back.
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I will say one thing for ratmen, they have good dogs.  One of their base dogs even tanked some reaction fire and took out one of ours ):

Young Uber shares some interesting wisdom, that appearing nonthreatening can be useful in combat.  So frivolous clothing actually boosts reactions, as the enemy might hesitate a bit longer (and reactions are an opposed check).  Her demonstration was too lewd to recount.

Couple days later, we learn... persuasion!  This lets us recruit and "recruit" various people who were too stubborn before.  We can even deprogram Humanists, which is kinda heartwarming (:

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We check out a "very small" ship landed nearby, only to find dark ones!  At night.  Amusingly an imp set this cacodemon on fire, then a chaingunner finished it off for us.  Guess monster infighting really is a strat.  Still, screw this noise, we ran.  I also learned that cacodemons have *amazing* night vision.

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The scarab got a look at the "ship" as it flew away.  Some sort of beacon, easily blown to pieces.

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Chainmail is amazing and all, but it'd be pretty great to forge lightweight tac vests of our own instead of gambling for them.  Now we can!
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We also mess around with the 3D printers a bit.  The Academy engineers we've been holding on to refuse explain their operation... for now.

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Aaaand we finally did it, we're back to school!  Not the Academy though, no, this is a much better school.  With blackjack and hookers!  But definitely not schoolgirls in bikinis because that's gross wtf.  honestly seems like something the Academy would do.
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The possibilities!  Dangit.. Obviously we want the hyperwave decoder ASAP, since it takes forever to build.  The surgery room is important too to keep recovery down.  And Pharmacology doesn't just let us produce expensive medical supplies, it may lead to ways of "convincing" these meanie engineers to play along!  It's not like we can just hit them, they'd lie.

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Stopped some more Academy experiments, getting equipment for our upcoming surgery rooms.

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Undersea adventure, not a plastic vessel this time but old-world treasures~

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One of the humanists makes some suggestions to "encourage" our volunteers, clearly misunderstanding our arrangement.
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We also fashion some safety goggles from aqua plastic, completing that "rad scientist" look!

We take down another civilian car.  The Lokk'nar Scarab pilots report that the "everyone totes died in the crash".

The onsen finishes! 
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Evil Me wants to celebrate with a hellerium bath, but we convince her that this is *like* that, but a lot less caustic.

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55 Escape Tower, always fun!  And looks like we've got a female spellcaster this time, so-called "noblewoman".  We can always use more hypno-panels.
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Hewwo OwO
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I forgot these are so good for score, too.  Mainly love the hypnopanels and the fun of cracking open the bus.  I actually brought a stun grenade but I got impatient heh.

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I feel like the Guild doesn't trust the Academy.  They shouldn't.
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He tells about some of the marvels of non-Academy medicine.

Whee gambling and storage management~
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Bam, hyperwave decoder!  We've got enough slave AIs, too.  To be smart though, I think we should start construction on the 6th - that'll finish them just after the next month starts.  They're also very expensive, so I'd rather see the monthly report first.

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Down with armor!  except our armor.  These rounds don't work in many weapons but I guess they make shotguns relevant.

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Now *these* rounds fit in all sorts of stuff, and are freakin great.  Mmm, minigun flinging plastasteel rounds...

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And the monthly report!  Not as auspicious as last month, but we spent a lot of time "in school" so to speak.  Not just surviving, but figuring things out.  Even inventing things ourselves.
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Group birthday party!
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And a last bit of research, called "Chainsaw Good" for some reason.  Kinda silly as a weapon, but has inspired us to look into similar "Power Tools" for better tinkerin'.  Or vibro blades!

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Queen Teuta.  Air Filtration is being researched, for a large barracks - very much needed.
Spoiler (click to show/hide)
Ching Shih 2nd.  50 workshop capacity currently unused, but when that barracks finishes, there'll be room to hire 50 more runts for booze-makin'

so yeah.  Maybe start the decoders on the 5th or 6th, and buy 50 runts around the same time as that barracks finishes.  Other than that uh... We're close to Large Barracks research but whatever priorities are good!
And *Stop Targetting Civilian Traffic* is available if ya like!

oh and don't worry about all the images, the python I wrote makes the task not take any longer per image.
oh right the save (http://dffd.bay12games.com/file.php?id=14525)
I don't trust our benefactor
goodnight
Title: Re: X-piratez succession game
Post by: Robsoie on September 01, 2019, 04:45:10 am
oh and robsoie sorry about getting your gal super-hurt, she was in the Savage "armor" for some reason so I went YOLO.  She was fairly effective with it!  Just fragile.

It was all her strategy to get back to the safety of the sick bay like she did on my turn.
:D
Title: Re: X-piratez succession game
Post by: Rolan7 on September 02, 2019, 12:51:40 am
Yes well hmm, seems she might have a bit of a buff?  Maybe?
(and I only wanted to be a runt until someone made me hilariously redundant  :'( :P)

New version, I'm sleepy but wat
(https://i.imgur.com/g84RBYJ.png)
Title: Re: X-piratez succession game
Post by: Rince Wind on September 02, 2019, 03:00:40 am
Something that isn't mentioned because it is nothing Dioxine can influence : you cannot move buildings around anymore. It has been cut from the exe.
Title: Re: X-piratez succession game
Post by: Iduno on September 02, 2019, 11:34:36 am
@Iduno
I do know about charging into melee heh- I use it a lot in my own run, but I guess it feels a little gambly for ironman.  Plus with the chainmail (which I'm loving) energy regen is a bit low for such tactics. 

I only mentioned it because you were like 1 square from the enemy in that picture when the gal got shot. Closer is safer in that case (if you can't hide behind a building, tree, or ship). I'll agree that chainmail and running aren't a good combination. You can get maybe one turn of running in if all of the enemies are in one area, none if you need to check the whole map.

And all of my uniforms (excpet swimsuit, bikini, etc.) have both beer and bandages. Just bandages if there's no belt. I put them in the quick slot, because I know they're getting used.

And pillow books are a different kind of decrypted data disk. More fast research (1-2 brainer days instead of 7-ish for a hostage, or 20-ish for researching an object from our vaults). I'm guessing you knew that, but it's good for whoever is next to know.

Spoiler (click to show/hide)
The scarab got a look at the "ship" as it flew away.  Some sort of beacon, easily blown to pieces.

That is an imperial beacon. Follow it to an interesting mission (not exactly easy, though) like Reticulan Bases. Great loot if we can take them. Do we have Radiator Shirts yet? Those + chainmail means plasma and laser hits have a decent enough chance of doing little to no damage.


Something that isn't mentioned because it is nothing Dioxine can influence : you cannot move buildings around anymore. It has been cut from the exe.

Do you mean the custom starting base (choose the locations of the buildings instead of getting whatever the game hands you) or something else?
Title: Re: X-piratez succession game
Post by: Rolan7 on September 02, 2019, 11:50:27 am
Oh true but I think that gal was crouched (almost a requirement for MGs) which makes doing a final sprint to melee more costly.  I really thought the machine gun would do the trick heh.

Not carrying bandages was me getting lazy/sleepy XD  Not using stamina-restoring items is a habit I'm working on.

And yep, good reminder!  We have a big pile of pillow books to research for score/lore.  Tons of directly useful things to research recently unlocked as well though, so it's a choice of course.

(also I swear sometimes data discs seem to take 2 days, other times 1?  Which is ridiculous, it must be 2.  Perception is a funny thing.  I could just look but meh)

Something that isn't mentioned because it is nothing Dioxine can influence : you cannot move buildings around anymore. It has been cut from the exe.

Do you mean the custom starting base (choose the locations of the buildings instead of getting whatever the game hands you) or something else?
Noooooo D:
There's, well there was, a really useful option to ctrl-click a base facility and relocate it.  It cost a third of a million dollaroos so I considered it balanced.  Why the heck would they remove that D:  I was kinda counting on it to help "defragment" our bases once large facilities become available.
Title: Re: X-piratez succession game
Post by: Iduno on September 02, 2019, 12:22:39 pm
(also I swear sometimes data discs seem to take 2 days, other times 1?  Which is ridiculous, it must be 2.  Perception is a funny thing.  I could just look but meh)

Like weapons, research also has the 0-200% progress applied daily. I assume it taking 2 days means one day had 0% progress. Although I just looked it up (https://www.ufopaedia.org/index.php/Research_Times_(Piratez)), and apparently it is (or was last time the wiki was updated) 2 days. Even now, there are things I need the wiki for that the html bootypedia doesn't provide.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 02, 2019, 01:43:11 pm
Yep, I meant the ctrl+click to move buildings around that Rolan7 mentioned.
Title: Re: X-piratez succession game
Post by: Robsoie on September 03, 2019, 06:57:40 am
I wonder how the new damage type will rebalance things.
Some useless weapons may become less useless ?
Title: Re: X-piratez succession game
Post by: Rince Wind on September 03, 2019, 01:38:37 pm
I haven't tried it yet.
I am a bit sceptical about the weirdgals as well. I don't use voodoo clothes often and dedicating a gal to them (I suppose she won't be able to wear regular armor anymore) seems like quite an investment.


Anyway, who is next? EuchreJack or Robsoie?
Title: Re: X-piratez succession game
Post by: Robsoie on September 03, 2019, 03:51:54 pm
So i assume we upgrade to the new version ?
Didn't noticed Rolan7 had fiished the turn, looks like i skipped a part of his report. Nice two months went faster than expected.

It should be EucheJack next.
Title: Re: X-piratez succession game
Post by: Rolan7 on September 04, 2019, 03:16:27 am
(also I swear sometimes data discs seem to take 2 days, other times 1?  Which is ridiculous, it must be 2.  Perception is a funny thing.  I could just look but meh)

Like weapons, research also has the 0-200% progress applied daily. I assume it taking 2 days means one day had 0% progress. Although I just looked it up (https://www.ufopaedia.org/index.php/Research_Times_(Piratez)), and apparently it is (or was last time the wiki was updated) 2 days. Even now, there are things I need the wiki for that the html bootypedia doesn't provide.
I had no idea about that, thanks for pointing it out!  It was the weirdest thing to try to notice, since there's so much else that goes on from day to day, and I tend to be listening to distracting things in my personal game.  Or writing logs in this one, heh.

Yep, I meant the ctrl+click to move buildings around that Rolan7 mentioned.
RIP  :'(
Though I haven't actually confirmed it yet (liiiiiittle bit burnt out on X-piratez just now, you understand).

I wonder how the new damage type will rebalance things.
Some useless weapons may become less useless ?
I was surprised but I suppose I get it.  Piercing is presumably for bullets now, much like the (crappy) AP damage in original X-COM.  I would guess that stabs might avoid more armor, but lack the armor-shredding ability of high-damage Piercing bullets.
But that's just a theory.

Spoiler (click to show/hide)
The scarab got a look at the "ship" as it flew away.  Some sort of beacon, easily blown to pieces.

That is an imperial beacon. Follow it to an interesting mission (not exactly easy, though) like Reticulan Bases. Great loot if we can take them. Do we have Radiator Shirts yet? Those + chainmail means plasma and laser hits have a decent enough chance of doing little to no damage.
So weird thing, you're definitely right about that.  Sorta.
But I was chasing this thing after it took off from a Dark Ones landing.
Spoiler (click to show/hide)

So I assume we upgrade to the new version ?
Didn't noticed Rolan7 had finished the turn, looks like I skipped a part of their report. Nice two months went faster than expected.

It should be EuchreJack next.
FTFY  I'm nonbinary and prefer they/them hence, presumably, my glorious redundancy on the roster!
And oops I actually forgot about EuchreJack, I thought you were next!  But whichever, I feel like we're making good progress here.  Probably ready to construct the Flagship and start truly patrolling the skies, perhaps even with a new base launched in a month or two.
Title: Re: X-piratez succession game
Post by: Iduno on September 04, 2019, 11:42:15 am
I'm nonbinary and prefer they/them hence, presumably, my glorious redundancy on the roster!
And oops I actually forgot about EuchreJack, I thought you were next!  But whichever, I feel like we're making good progress here.  Probably ready to construct the Flagship and start truly patrolling the skies, perhaps even with a new base launched in a month or two.

I was wondering if that was the joke.
Title: Re: X-piratez succession game
Post by: Robsoie on September 04, 2019, 07:01:52 pm
Looks like there are some problems with the new version of xpiratez :
https://openxcom.org/forum/index.php/topic,4058.3345.html

Hmm, wonder if we should update for the succession game , continue on what we have or wait for a fixed version ?
Title: Re: X-piratez succession game
Post by: Iduno on September 04, 2019, 08:50:54 pm
The new version doesn't add anything, and it breaks some research. It's less jarring than need for personal labs (haha! 4 of your brainers are now unusable for several months!).

I would wait.
Title: Re: X-piratez succession game
Post by: Robsoie on September 05, 2019, 10:00:17 am
Yeah, i think it's wiser to wait for the fixes in case it may break the succession game save at some point.

Hopefully EuchreJack hasn't started his turn with the new version.
Title: Re: X-piratez succession game
Post by: EuchreJack on September 05, 2019, 11:55:08 am
Oh, there is no chance I'll be doing anything this week.  Might be best to skip me, either by one player or one cycle.
Title: Re: X-piratez succession game
Post by: Iduno on September 05, 2019, 03:23:57 pm
Oh, there is no chance I'll be doing anything this week.  Might be best to skip me, either by one player or one cycle.

Robsoie next then, and depending on when EuchreJack checks back in we can figure out the next person?
Title: Re: X-piratez succession game
Post by: Robsoie on September 05, 2019, 03:44:44 pm
Ok i take the save, i'll still use J16.

edit : oh boy i'm completely lost in the amount of stuff we have and how previous players are equipping their gals :D
Title: Re: X-piratez succession game
Post by: Rolan7 on September 05, 2019, 04:48:01 pm
I rearranged equipment quite a bit, and switched people to and from underwater missions, not to mention putting wounded gals is basic clothing to use their armor...  So yeah it's just a senseless mess, feel free to change it all :P

And I support sticking with J16 for now too, though space missions will still be bugged if we don't make the edit to the ruleset.
Quote from: The fix
DioxineYesterday at 10:48
there is no quick fix.... well maybe the quickest would be disabling the enviro damage in space
- type: STR_ENVIRO_SPACE
    paletteTransformations:
      PAL_BATTLESCAPE: PAL_DGOOD_SPACE
    environmentalConditions:
      STR_FRIENDLY:
        chancePerTurn: 100
        firstTurn: 2
        lastTurn: 1000
        message: "STR_AURA_COLD_DEADLY_TXT"
        color: 205
        weaponOrAmmo: "AURA_COLD_DEADLY"
        side: 4
        bodyPart: 1
find that in Piratez_Planet.rul and delete the whole 'environmentalConditions' block
Title: Re: X-piratez succession game
Post by: Rince Wind on September 05, 2019, 04:54:04 pm
My .rul is updated, I don't know about yours. ;)
(Ok, it also has another update, but that shouldn't matter right now, or for a good long while.)
Title: Re: X-piratez succession game
Post by: Robsoie on September 05, 2019, 05:11:10 pm
I have the updated rul file so no problem and i'm not going to space anyways on my month turn :D
For the equipment, it's more about that it's funny to see how other players play style can differ from your own and what weaponry they prefer to use.

Oh and that from the missions we're getting it looks like the succession game is more advanced than my own saves, so i'm in unknown territory there, i just hope i will not screw up everything .
Title: Re: X-piratez succession game
Post by: Iduno on September 05, 2019, 07:53:21 pm
i just hope i will not screw up everything.

You wouldn't be the first. If something is too armored, use electricity or laser for their armor-ignoring powers.

Advice (that applies to the majority of the game anyway): Cattle Prod works against most things, but is 2-handed. Resistances are on the wiki, and should be accurate still. Hopefully gals are all trained well enough that you can walk up next to an enemy to mess up their aim (but it takes 9 stamina, so don't run too much if you can help it). And chase down enemies if you can/want (do we still have the 400 speed thing that can only chase harvesters, extractors, and slower buildings?), because most ships land. I'm pretty sure we can't handle bases yet. If you can capture academy drones with electricity damage (it also ignores the immune to stun tag), you can disassemble them for more superconductive wire, so we can make more chainmail. Plus, they take up beast den space instead of prisons, so there's not as much worry about running out of space.


I rearranged equipment quite a bit, and switched people to and from underwater missions, not to mention putting wounded gals is basic clothing to use their armor...  So yeah it's just a senseless mess, feel free to change it all :P

Also, we should probably be keeping the gals back at base armored, in case they need to defend the base.

Related: What does anyone have their defend base health percentage set at?


Edit: How close are we to the Dr. X missions? We should be able to/have done the first one, which is a lot of fun if you've trained melee well, and a LOT of loot/hostages. Sure, enemies might get back up after getting punched out (you're unarmed), but also you're several floors away from them by then.
Title: Re: X-piratez succession game
Post by: Robsoie on September 05, 2019, 09:34:44 pm
Is there a reason to not fence all those thousands of chips (out of the blue ones of course as it's the ones used to spin the wheel) i see in the vaults ?
Title: Re: X-piratez succession game
Post by: Rolan7 on September 05, 2019, 10:31:20 pm
Chip "forging", once we have a mint, is a bit strange.  It actually converts higher-level chips into loads of lower-level ones (at a profit, of course).

So yeah, eventually those chips will become incredible numbers of bluechips!  It'll be a long time for the gold and obsidian chips though, so I'd understand selling those if you like.

Re: Armored defenders, yeah armor was getting less scarce thanks to the tac-vests gambling grants, and I constructed a few more chainmail.  But we also have a big pile of aqua plastic and IIRC we now have the tech to make tac vests ourselves!  Which is a fine investment since they can be upgraded into tac suits, soon, presumably by gluing more plastic bitz on.
Title: Re: X-piratez succession game
Post by: Robsoie on September 06, 2019, 05:21:35 am
I had no idea about the chips, as i'm not that far in my personnal saves.
So i wasn't sure if they were kept in the vault like that because somewhere down the research line there would be a new use for them other than money.

About chainmails, after a mission i just finished in that first week of the save i have a new found appreciation for chainmail after seeing the amount of bullets punishment some Gals recieved in a bandit town without getting a single wound.
Title: Re: X-piratez succession game
Post by: Rolan7 on September 06, 2019, 09:38:16 am
Oh I also remembered:  In the fencing screen you can right click items to see if there are any manufacturing uses - even if we haven't researched them yet, in which case they're ***'d out!  That way you can tell what's safe to sell.

...mostly.  Industrial  Scanners and Surgery Units are important for making base facilities.  Other than that though it's pretty reliable.
Title: Re: X-piratez succession game
Post by: Robsoie on September 06, 2019, 12:11:10 pm
Thanks, it helped as during my play in completing my first week i am going through "too many items" for the vaults, when right clicking i can now have a better idea on what is safe to sell.

Should i make a large vault in place of the empty plantation to get rid of the small vault space we currently have in Queen Teuta ?

There's a research available " *Stop Targeting Civilian Traffic* " that apparently disable civilians ships from appearing in the radar so you can only focus on enemy ships , it lead to further usefull research of course (on seems to disable pogroms entirely) but i am wondering, is it triggering something nasty too ? a bit like the mutant alliance force you to fight in pogroms or get nasty malus in score ?
Title: Re: X-piratez succession game
Post by: Rince Wind on September 06, 2019, 12:46:00 pm
I wouldn't put a large vault into Teuta, the later armored vault is better, we can always sell stuff and hire more slaves to increase available space.
Title: Re: X-piratez succession game
Post by: Rolan7 on September 06, 2019, 12:48:36 pm
I, personally, would probably save that plantation to make a Large Barracks.  A Large Vaults is valid too (and provides workspace, as of J16!) but it's a good spot for barracks, and a lot more space-efficient than those individual barracks.

To solve the space issue I'd suggest purchasing Workers!  They do charge per month, but they provide considerable space each so I've found them to be worthwhile (particularly in my no-slavery play).  They also arrive after a mere hour, so it's instant relief.

*Stop Targeting Civilian Traffic* is perfectly safe AFAIK, though maybe the civilians are "displacing" real craft-missions by the factions.  It actually gives a sizeable score BONUS, and really unclutters the radar since those civilians aren't really worth harassing anymore.  I partly left it so someone else could get the score bonus ;D

I wouldn't put a large vault into Teuta, the later armored vault is better, we can always sell stuff and hire more slaves to increase available space.
Agreeing with this since I caused a pageroll (though we hire workers, not slaves! DX)
Title: Re: X-piratez succession game
Post by: Rince Wind on September 06, 2019, 12:59:50 pm
Again, luxury barracks are better, but quite far off I think.

Workers would be instant even if they arrived after a month, as the space is granted/taken away at the moment of purchase. Otherwise you would be able to buy more than can fit in the vaults.
Title: Re: X-piratez succession game
Post by: Iduno on September 06, 2019, 01:15:50 pm
Building the Bonaventura would also save a massive amount of space, and we'd have a good transport. It takes 10,000 runt-hours, but it's a pretty good ship. I think we've still got 3 ship engines, so we could research one if we need to and still have a hunter-killer.

Also, consider how many copies of a single weapon we really need, and maybe 5x that many clips.

We should have Heavy-Duty construction being researched by now, right? So we could be armored vaults pretty soon?
Title: Re: X-piratez succession game
Post by: Robsoie on September 06, 2019, 04:09:42 pm
Ok, i'll save the plantation area for later, or leave it to the next in line in case i still don't have access to the good stuff.
I sold a bunch of things that seems to have no use (or weapons and related ammo that are way obselete in comparison to current weaponry we use)

May Week 1

The Gals are bored.
And you know what happens when the Gals are bored ?
They do something stupid.

Expendable Robsoie new attempt at taking over has been ... accepted ?
When i said they were going to do something stupid...

First thing first, the money, there are a lot of money, this is the best according to the new leader.
Second thing then, we have more ships and a new base since our leader last attempt at ruling something.

So we're good apparently ... apparently because we remember we went at the edge of a horrible disaster last time the boss and her odd obsession with explosives went in the way.

The boss asks us what is going on with the radar, only to notice that Shi Singh 2nd has no radar.
So we got an hyperwave decoder planned, it's super expensive but at least we should start to see things, and without being drunk this time.

Somewhere in The Confederation (it's a part of the USA) there's a com tower that is making propaganda about us being cruel and evil, that's not necessarly true so that's our first target.
The Gals are ordered to get on the plan with their boss, lots of explosions are then to be expected by now.
Someone suggest to have some stunning rounds instead of horribly murdering shells, but while the boss points at the idea being good in theory, she also points that we have no such thing and that "someone should just shut up before being thrown to the sharks".

None is really sure what's going on, but things are going on as we learn stuff about
Ye Old Magic Shoppe
Night Ops Gear ( (⌐■_■) )
Pharmacology

After a slow travel over half of the world the squad finally arrive slowly at night as planned.
Spoiler (click to show/hide)

To teach the Gals how to use stealth in the night, our not so beloved leader makes a demonstration by using her mortar.
We were still not sure how it actually help in not being seen, but the boss replied with a "if there's no more enemies they can't see you, that's true STEALTH! "
... Ok.

At some point of the battle, disaster happens : one of the Gals with her grenade launcher (Evil Rolan7) probably did a horrible critical roll and shot her grenade into a hill instead of the actual target , hurting 4 of our Gals in the blast.
The boss understood it wasn't the Gal fault if she couldn't fire an aimed shot at the top of the tower as ordered and instead decided to shoot at the lowest hill near the team, things are too tempting for a Gal and a grenade launcher.
But in the same time it wasn't the boss that was in the blast zone, so she probably know nothing really.

Unfortunately that stupid mistake lead to the loss of one of our best Gal on the field , Blasphemous E.Albright, as an Osiron sniper that was on the supposedly targetted tower roof did an incredible long burst shot that all landed on his unfortunate (and already badly hurt by the previous stupid blast) target and killed her.
Spoiler (click to show/hide)

The Osiron security guy couldn't really do a victory dance as it was time a mortar shell landed right on his face (and the faces of the 2 academy folks that were on the roof of the tower too), looks like the boss was usefull for once, a bit late bit still better late than never.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

There will be vengeance at some point, probably, that's what Salad E.Albright (that presented herself as some kind of fast reincarnation) said when we saw her on the base already grabbing a combat shotgun and worrying about the lack of ammo for it.

Anyways, the grenade launcher misfire had also a cost in wounded Gals, and we had deployed our best (in term of TU i mean) out of our boss that's rather average but insisted in using her beloved mortar herself.
Basically more people in the sick bay.

Meanwhile some strange UFO dance was happening in the sky, lot of nasty flyers things probably ratmen.
Spoiler (click to show/hide)

A voice can be heard from the brainers lab "Release the Scarab !"
And the Scarab was released, the Lokks pilots showcased their amazing talent and all those flying things were utterly annihilated, and they still had 16 ammo available before having to recharge.

Spoiler (click to show/hide)
Brillant.
It was such a nice firework for the Gals that the Brainers decided to work a bit more and discovered
Security Armor
Civilizing Beastmen

Just in time for an alert, a bandit town was detected in the Eurosyndicate (in Spain) too close of Queen Teuta for confort.
Bringing them the pain is on the plan.

The boss and her mortar insist to come with us again for some reason, well let's say that an accident can happen so we're all happy to let her in the "Terror of Ta Deep"

The full chainmail squad deploy (the previous misfortune taught the gals to not trust their fellow gals , so at least trust good armor instead) and the Gals have a better "cool factor (https://i.imgur.com/tsEcC8a.jpg)" with them anyways, even the dog was looking in awe.
Spoiler (click to show/hide)

After several firefights (there were a lot of bandits all around the ship) we can admit it, chainmail is good at not being wounded.
Tough it does not help when those nasty blood hounds run across half of the whole map when everyone is already out of reaction shot and the damn thing slightly wounded a Gal, fortunately the creature was disposed quickly after with by auto shotgun in his face.

The boss wanted to prove she was not that useless and did actually a nice big hole in the side of the main bandit base, allowing us after that to throw some quite nicer incendiary grenades.
Spoiler (click to show/hide)
In fact when we were not shooting everywhere we were throwing them around, as a result most of the bandits were going insane, or were dead like the Bandit Boss that unfortunately was too close of a bunch of explosive barrels when an incendiary grenade detonated them all.
Spoiler (click to show/hide)
That was surprisingly totally efficient, if only we got the blood hound before he could hurt the Gal it would have been perfect, as the chainmails stopped all the bullets this time.
Spoiler (click to show/hide)

We also ran out of prison cell, so we had to feed the sharks a bit.
That probably motivated the Brainers that discovered the
Grav Units

It seems that while we have a lot of weapon, we don't have that much ammo, so fortunately the black market provides.
The radio showed some disrupting transmissions from a satellite above the south pole, near to the enemy base we left alone long time ago. Not really going to check that.

The Lokks took off on their own, chasing some civilians ship for some reason, they apparently like to scare people just for their own twisted fun, good they're on our side i guess and aren't trigger happy against civilians.

Some science is being done, but it's not done in any of our bases, that outrage is calling for action, so the Gals are tasked to take the enemy science down. But in a surprising moment, the boss told us to try to capture them all alive in case we can get something out of them.

Meaning no big explosions everywhere ! finally some sense came to our leader !
But we sure took some guns , just in case, and the chainmail squad was sent away.

Spoiler (click to show/hide)

After mowing down the usual academy cannon fodders we got their leader, yet another Academy Medic, and she was knocked out with a punch behind the head after she panicked at the sight of several chainmail armored walking killing machines.
Spoiler (click to show/hide)

Oh and the runts completed a collection of Night Ops armor too, just in case someone wants to play a sneaky nightly mission instead of exploding the map, what a strange idea according to the boss.

the Lokks came back from making civilians afraid, just to told us their home was under attack, so as they were doing a good job in shooting things out of the sky we accepted to go there.

When we landed on the Lokk village it became quickly clear that the ratmen brought their resilient Reapers  to murder the Lokks there.
Spoiler (click to show/hide)

Too bad for them the boss insisted we still took some kind of explosive with us, "explosion is life, no explosion can lead to the sharks" was her recommandation, everyone understood the not so disguised threat so we took some.
Looks like sometime the boss is right ... sometime.
Spoiler (click to show/hide)

One of the Lokks in the village unfortunately wasn't understanding the concept of explosion very well but you learn by experience, i'm sure they all learned, at least we got more apples for making those nice profit from chateau de la mort manufacturing
Spoiler (click to show/hide)

And we're lacking storage, damn, i guess selling tons of things is in order, now let's hope we'll not regret those sold items later, it's hard as nearly everything can have an use for something else, but so many items and so few vault space.

Anyways, there was a nasty smell in the base, so the Brainers had to do something and created
Air Filtration

Barracks were also completed at Ching Shih 2nd , good as we ordered more people in case of an attack, we also decided to build Large Vaults so we avoid the fate of Queen Teuta , swiming in too many items with having a hard time in deciding what to fence and avoiding building a large vault there.

Meanwhile an odd radio message reached us and was mentionning that "the truth is out there" while playing some strange music. We decided to follow the signal to its source in Red Revolution (somewhere in Colombia) and learn the truth even if we had to use ultraviolence.

After landing it looked like that whatever truth there was there zombified everyone.
Spoiler (click to show/hide)

Soon enough a rush of funky zombies ran out of the camp, right into our gun sights and grenade range
Spoiler (click to show/hide)

It was a big zombie slaughter as there was ton of zombies running all around the map, we shot unbelievable amount of shotgun shells (those triple auto shots are very good but cost ammo) and our heavy machinegunner even had to reload 2 times !
Spoiler (click to show/hide)

Everyone got a good training out of this big battle.
This time the dog was used as a nice scouting device instead of being left behind in the ship, it helped a lot with that mission actually.

Good we also had a lot of explosive and incendiary, overall it was a good way to complete this first week as it kept the boss happy.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 06, 2019, 04:20:55 pm
Is that last one a new mission?


Something that uses a lot of space is soylent. We don't need masses of it anyway. Also doom corpses, if we have any left.
Title: Re: X-piratez succession game
Post by: Robsoie on September 06, 2019, 04:35:11 pm
it's the "prepper camp" mission launched by the "truth is out there", it was a mission introduced in J15 i think

But it's the first time i had this mission filled with zombies instead of the usual people.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 06, 2019, 04:37:40 pm
Ah, I think I never had that one.

I thought it was a special zombie mission because there were so many funkies.
Title: Re: X-piratez succession game
Post by: Robsoie on September 07, 2019, 07:17:03 am
I  just noticed we have a young uber in the prison, i'm not sure if she was there when i took the save or if she was part of the loot that i didn't checked on some of my missions, but whatever the case have we already researched the young uber ? so i know if i have to do it or if i can just recruit the gal and add to the roster ?
Title: Re: X-piratez succession game
Post by: Iduno on September 07, 2019, 07:43:31 am
I  just noticed we have a young uber in the prison, i'm not sure if she was there when i took the save or if she was part of the loot that i didn't checked on some of my missions, but whatever the case have we already researched the young uber ? so i know if i have to do it or if i can just recruit the gal and add to the roster ?

You can click on her in the prison (right or middle, I can never remember) and it will bring up all of the researches you can get from her. Greyed out ones are ones we already have. The most important one for the Young Uber should be Dependency>The Most Common Superpower. I honestly don't remember if we've gotten that or not yet.
Title: Re: X-piratez succession game
Post by: Robsoie on September 07, 2019, 08:06:56 am
Great.

Looks like all the important research from young uber had already been done (the only one that aren't are those numbers stuff), and if i understand well to access "the most common superpower" i need to "Recruit Young Uber" instead of researching "Young Uber" and apparently we already have the common superpower knowledge already.
So i'll just recruit her and send to join the 2nd base.
Title: Re: X-piratez succession game
Post by: EuchreJack on September 07, 2019, 03:11:11 pm
Chip "forging", once we have a mint, is a bit strange.  It actually converts higher-level chips into loads of lower-level ones (at a profit, of course).

So yeah, eventually those chips will become incredible numbers of bluechips!  It'll be a long time for the gold and obsidian chips though, so I'd understand selling those if you like.

Re: Armored defenders, yeah armor was getting less scarce thanks to the tac-vests gambling grants, and I constructed a few more chainmail.  But we also have a big pile of aqua plastic and IIRC we now have the tech to make tac vests ourselves!  Which is a fine investment since they can be upgraded into tac suits, soon, presumably by gluing more plastic bitz on.

I would actually recommend against using Aqua Plastic, which is a finite resource, on Tac-Vests that we can purchase for credits/money, a somewhat infinite resource.  To put it another way: Temple raid loot and hostages equals several Tac-Vests, or we could fight enemies with armor and lose gals for the same Tac-Vests.  Keep the Aqua Plastic for the Tac-Suits, which we should be aiming to research soonish (haven't read updates yet, my apologies if we already got that).

EDIT: I should be able to take the turn after Robsoie.  Next week isn't so bad.
Title: Re: X-piratez succession game
Post by: Robsoie on September 07, 2019, 04:10:28 pm
May Week 2

A very small ufo has shown up on the radar, before the boss could even give the order the Lokks had already took off and shot down the ship.
Spoiler (click to show/hide)

The stylish chainmail squad is sent on the crash zone to take care of any surviving bandit. A good start got a highwayman knocked out.
Spoiler (click to show/hide)
Against all odds one of the highwayman shot and wounded one of our gal from the front on a single hit of what sounded like a lowly gun, must have been really bad luck with the critical hit roll damage there.
They should have listened to the boss and throw grenades instead of engaging in shooting contest
Spoiler (click to show/hide)

Back to the base in time for the Brainers to finally understand
Glamour

Meanwhile a small ufo has been spotted, and the Lokks were busy going after it as it managed to escape once, but in the end they forced it to crash.
Spoiler (click to show/hide)

This time while none asked or wanted her to come, the boss decided to get in the ship with her mortar, i guess to replace one of the wounded Gal, but honestly it's a downed shipping, we're not going to have a lot of thing to explode, maybe she had another twisted idea in her mind.

Once on the crash site, we start to see the guild ship wreckage, and surprisingly a lot of alive guild goons and some odd half naked fat guys running around.
Spoiler (click to show/hide)

I didn't liked the sound of whatever weapon a guild security guy has, sounds a bit dangerous, and he managed to wound one of the gal, minor wound but still going to add another one in the sick bay.
We manage to put or shoot down everyone, they sure make strong ships if there was that much people even after the crash.
Spoiler (click to show/hide)

The boss was very very disapointed, the heavy forest that was covering the area was preventing her to find a firing arc for her mortar to shoot at the guild security guy, "explosion is justice" according to the madwoman that we put as our leader, and this time there was no justice apparently.

Frustration lead sometime to the unexpected, but this time it didn't happened as the brainers were actually expecting to find in their research :
Power Tools

And finally the gal working at the radar had enough of the Lokks flying after every civilian ship, so she decided to
*Stop targetting civilian traffic*
The Lokks were unhappy and ready to riot, but the boss pointed to the shark pool and they all went back to their barracks.
They gave us a Memorial Stele so we would overlook their short lived attempt at rebelling

Ok, let's forget everything and have a good laugh because it's time for a bounty hunt and take out some bandits hidding in a cave, a Brainer told us to be cautious about those previously encountered
Blood Hounds

Apparently we also have a Mansion Robbery opportunity, but the Terror of Ta Deep was already away.
Those caves can be difficult to navigate while we're shotgunning various kind of bandits as it's a maze with narrow corridors
Spoiler (click to show/hide)

I guess it means no explosion, we also ran into a murder scene but it's not our work this time, a bandit boss isn't far too so we can guess he's behind that.
Spoiler (click to show/hide)

They're lucky we wanted some prisonner as they deserved death by explosion, some at least got to feed the sharks as our prison were full.
Oh and we found a very bizarre enemy that had a strange attack, no idea if it was a stargod or some high rank sirius church goon, but the boss reaction shot got him before we could try to capture him or identify the guy, i guess being so angry at not hurling explosive items made the leader a bit trigger happy (and she actually got a triggerhappy achievement).

Spoiler (click to show/hide)

Back to the base we were rather happy to be finished with this maze of rocks, the boss was less angry once she started to see all the money that came our way from the bounty. So much that she decided to sent a young uber to the 2nd base (one may think she's doing that to avoid sharing the loot with too many Gals)

The brainers thinking hard about the boss "problem" with explosive that started to annoyingly lowering the amount of incoming captured slaves finally designed a
Stun Grenade
So we could please the boss, while capturing not dead people.
A Gal freaked out from the thought, giving us the idea to
Recruit Freak Gal

While our not so benevolent dictator was thinking about raiding that mansion for more money, we got words about a watchtower spying around. In front of this obvious breach of privacy order came soon to destroy that and take any evidence.
But waiting for the sun to light things, there's an alert ! we're under attack at Ching Shih 2nd, our 2nd base !

Damn, good we purchased some weaponry and transfered some armor before it happened ... but unfortunately the leader had no idea how to give better armor (some chainmail recently manufactured) to the gals without having a ship (it's in the individual gals stats or by pressing "i" in the hand list , thanks to Soadreqm and Dostoevsky for the tip).
All this time the boss thought the Gals were being too shy to change outfit if there's no ship to hide them, what an useless leader we have.

Oh and worse : it's a dark ones assault (so expecting those damned imp putting fire to everyone), i wish there was only one access corridor to defend but there are too many rooms so the dark ones will be able to come in from everywhere.
Hopefully it's only a dozen of them so we can deal with the assault.
Spoiler (click to show/hide)

But the imps shooting at our dogs were in the same time making our own moves difficult with fire everywhere, and most of our Gals start in a room that is above a sea of fire due to a couple of incendiary grenades thrown at a poor dog, damn.
Spoiler (click to show/hide)

The additional problem is that the dark ones were not only a dozen, it was a legion of them doomed folks ! i couldn't believe i had enough ammo for all of them, it was insane.

They were even having some doom plasmagun and after a very difficult and crazy battle (those damn imps making our people insane with fire were crippling my battle force) we lost several gals (poor young uber she was one of the first to go) and lokks and all the dogs (that still got some good dog jobs) that due to being insane couldn't position themselves tactically or even shoot back.
But we survived !
Spoiler (click to show/hide)

It is utterly imperative to buy more Gals and dogs to replace our many fallen in case we get a round 2 before the end of the month, good we swim in money for now, hopefully the boss will accept to lose a bit of that money in order to get more Gal back in the 2nd base.

Anyways, now that all the emotions and mournings are quick forgotten, time to get some privacy back at that watchtower. The neophytes that were spying on the Gals stood no real chance and things went exactly as planned
Spoiler (click to show/hide)

There were some good promotions, we got our first Baroness, Cynical Mermaid (our heavy machinegun specialist) , jaelousy is obvious on our boss face, even if she's saying it's all ok.
Spoiler (click to show/hide)

A human goon couldn't escape the sharks, but we found floating in the pool the design of the
UAC Rifle
A humongous raider obviously very afraid of the situation told us about the
Boss armor
, something that seemed to interest enough our leader for her to be willing to release the unfortunate evildoer.
Sadly she forgot about it quickly after that and the raider was thrown to the sharks.

An academy engineer managed to escape the prison, he was unfortunately killed by the doors he accidentally opened the wrong way, we found in his left shoe informations about
Liquid Metal
An osiron security told us about #023 , the use of chemical stuff in weapons, we tested on him and indeed it works.

The brainers apparently got contact with The Red Mage
Spoiler (click to show/hide)
Something that will be probably interesting for the Gals wanting to cosplay as Gandalf in the base, but it's not really as good as explosions according to the boss that ended the week in brooding about the lack of said explodey things.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 07, 2019, 04:46:26 pm
Do you use the level above the barracks to get into a position to shoot into the hangar?


The red guy in the caves was neither church nor stargod!
Well, at least he is not organized religion.
Title: Re: X-piratez succession game
Post by: Robsoie on September 07, 2019, 04:49:18 pm
No, but the dark ones did, i had a couple that were up there shooting at us that were trying to deploy on ground level :D

From walking on the corpse and checking , that guy in the cave had a wand of airlerness, still no idea what kind of creature that was
Title: Re: X-piratez succession game
Post by: Rince Wind on September 08, 2019, 03:14:36 am
You should deploy some gals upstairs to shoot down. It is usually pretty save as well. Open door, shoot once, don't do anything else to be sure. Do more if you think the risk is worth it. Depending on the layout and the enemy positions it might be possible to shoot from inside the room through the 2 doors, then you can use more gals there.
If we had an arena fireball launcher it would be the perfect place for one.
It also takes the stress out of having to go down that one stair with all gals.
Title: Re: X-piratez succession game
Post by: Robsoie on September 09, 2019, 07:35:31 pm
May Week 3

The Scarab has been attacking a small shipping, after getting hit the cowards still managed to use superior speed and ran away, disappearing who know where to the noticable frustration of the Lokks

Fortunately a new bounty hunt popped up on the mission board, mutant traitors selling mutant alliance secrets, it looks like people never learn and that needs some killing according to the mutant alliance.
Lots of money is in the balance and that means we have to do that ! Let's go Gals !

The traitors couldn't put much of a fight and their highwaymen escort didn't stood a chance because we were ready to deliver the message.

Spoiler (click to show/hide)

All is well, money and no new sick bay patient.

The Lokks noticed a megapol ship flying around and decided to shoot it down, giving us more work for the clean up

Maybe i should think of getting to use the night ops armor at least for spotting (amazing 20 tile range) when it's night, i always forget about them and always end with full chainmail everyone, despite the nght ops night view range is much greater than the chainmail one

There were a bunch of wolfmen still alive, not for very long after the fury of the chainmail squad went through them (they should'nt have wounded our dog)
Spoiler (click to show/hide)

We got a nice bonus out of our pillaging, we discovered how to
Contact Eurosyndicate
Opening up some (very) expensive laser weapon (laspistol and markslaser) in the black market , we could then research the deal to unlock more of their laser weaponry (the rifle is good with triple shots) but are we really ready for the inconvenience (missions being crazy hard , even more in ironman, and big hit to the score if not done) ?
I'll let the decision to someone else.

A hitman thought he was smart to tell us about
Precision Laser
But we were smarter and the sharks got less hungry.

Some of the Gals are talking about sea adventures after some drunk guy at a tavern told us about some sea wreck, probably thinking about old piratey tales.
Never done a sea mission in xpiratez so to avoid screwing everything up by not getting the correct equipment, i'll pass.

A Guild Medic tried to tell us to smarten up by mentionning the threat of
Reaper
We taught her the threat of the sharks.
She was quickly joined by the bandit boss we finished to interrogate , not before he spilled the bean about
Optronic Smuggling

We also did a Claim Freak Gal thing too that attracted a freaking gal to our 2nd base.

Some blood hounds were spotted in the other side of the world, we decided to launch a hunting mission on those things.
For some reason it inspired a kinky brainer to design a
Vibro Blade

For some reason there's a ninja gal on the blood hound hunting ground ? maybe she had the same idea as us, not a chance we'll let them play our game.

Spoiler (click to show/hide)

In the end it appears there was no blood hounds, only ninja gals , could the sky ninjas designed a trap for us ? the boss said it changed nothing, we won and that's all there is to it.

Spoiler (click to show/hide)

Though we had some wounded as unlike the Gals and their chainmail those pesky ninja gals had excellent night camo and had excellent view range, 2 things we didn't had (i really should remember we have lot of night ops armor), but to be honest the plan was to land on day, we landed on night because our ship is terribly slow so we missed daylight for a couple of seconds.

There are some rats to kill in a cellar, maybe some good training opportunity.
But a bounty hunt just called for a redirection, money is better.

We also understood a bit better the
Reapers
It just needs killing.
While the
Slave Taskmaster
Needs only more taskmastering.

We never understood much of the red barn collateral thing, but we threw explosives at it under our boss order anyways, at least she was happy.
The red barn being broken and punching (a bit too much strength as he died from said simple punch) a guy coming around a corner did the job apparently., not sure what was the trigger to the mission end.
Spoiler (click to show/hide)
Way too much Uber Wheat was given , filling our few small vaults a lot, so we sent it to base 2 with its large empty vault, not sure what's the point of it, but there are such large empty vault, it needs filling.

It looks like the sickbay is going to have some improvement, as we discovered the plan of about
Surgery Room
I would build it instead of the sick bay , but we need the Gals to recover quick, can't afford the long building time (and it's expensive too) that would lower the recovery rate.

I guess our "interrogation" specialist will feel at home there.
Some say that this discovery actually came from a
Slave Witch
That barely understandable rambling was for once understood
The Brainers were busy studying the
Ship Engine
Probably they have some idea about making ships.

A boot camp for the Sirius fanatics was detected not too far from our 2nd base, this will not stand and we'll crush them.
The Looks notice a bandit ship very close and destroy it before we even take off for the mission.
I guess that's changing the plan as we go to get what's left on the ground.

Spoiler (click to show/hide)

And it took only a few turns to take down the surviving bandits.

Once the fun is over, time to get back at destroying the fanatics, it's night in the jungle, wish i would have taken the night ops armor for a field test but i thought we were going to land in daylight , another miscalculation.
Our flagship isn't far from being discovered but really the sooner we get it the better to get back to decent transport speed.

It also looks like there are a lot of their guys running around outside of the camp ? (in fact there was 0 people in the actual big camp, they were all in the jungle around our ship), they must really like nightly training in that jungle, but it didn't protected them from tons of punching and falling unconscious
Spoiler (click to show/hide)

We even spotted a Church Reverend, so there's a big guy there, we tried to capture him but unfortunately couldn't get his shield down (and he wounded our Gals in return between our attempts) so we shotgunned him to death as the shield never went down (or maybe it went down when the killing last shotgun shot hit)
Spoiler (click to show/hide)

What the screenshots do not show is that this mission was near to be a complete disaster.
Not because of the enemies actually as we rather quickly found them all in that big jungle (out of the reverend we spent a few turn trying to destroy shield and knockout) but because there was something i completely overlook (i should always pay attention to the turn screen instead of reading things while the turn is done) :
the "scorching heat" , yeah that damned scorching heat.
Because of that, most of the Gals had fallen unconscious, i think only 2 were not unconscious when we managed to find the last damned neophyte running somewhere in the jungle and destroy him with shotguns.

A couple of turns more and the mission despite being easy in term of enemies would have been a horrible fail, wasting the best Gals and the ship.

And that was the end of that week, i can't believe how super close to a disaster this last mission was , very stressfull when i noticed the "scorching heat" message when the first Gal fell inconscious in only a few turns.
Lesson to learn, always read what's wrote on the next turn screen instead of browsing the net when it happens :D

I think i'll take it more easy in the coming week so there will be enough time to heal all the Gals for the next month, the score should be good enough to stay positive anyways after all those successfull missions.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 10, 2019, 03:37:08 am
Hint: The Boot Camps are always in the jungle, so at least packing a fan or more beer is advised.
Title: Re: X-piratez succession game
Post by: Robsoie on September 10, 2019, 06:08:07 am
What didn't prepare me for that is that on my save i did that mission a couple of time without such problem.
In the same i had all the Gals in swimsuit all the time (for the TU bonus) instead of chainmail like i do there (swimsuit only take half the damage of heat , while chainmail takes double the damage :D )
Title: Re: X-piratez succession game
Post by: Rince Wind on September 10, 2019, 06:19:25 am
Have you ever tried heavy suits, or guardian/defender in heat? The first gals startet dropping about 3 turns in. :D
Title: Re: X-piratez succession game
Post by: Robsoie on September 10, 2019, 06:21:41 am
Lucky we aren't at that stage in that succession game, with my aim to use the most protective stuff i would surely have lost that mission badly :D
Title: Re: X-piratez succession game
Post by: Robsoie on September 10, 2019, 08:41:49 pm
May Week 4

With the last mission horrible mistakes (running in chainmail in the worst possible hot place was such a good idea) it's a miracle we have not yet overthrown the boss.
A Runt told us that in fact we just have to wait, the boss is very likely going to self destruct soon like she already did in the past, you can't call a fanatic of "explosion" a stable Gal.

To calm themselves the Brainers designed an
Aqua Trident
Very powerfull in the hand of a Gal that likes to dive in the ocean with great strength and great throwing.

We tried it on an Academy Engineer that tried to run away after telling us about their
Gunboat
And indeed it works really great, so much that it seems to give us some
Powers of Seduction
Yeah, seduction by trident impaling the heart.

A Ratmen Cache was detected somewhere in Red Revolution, smelling money potential our not so wise leader ordered for a mission, how disapointed she was when the radar showed that those caves were only accessible for people the size of Lokks, and we don't have enough of them.

Damn, there are words about a Ghoul Town (Organ Grinder) somewhere in Ghostgates (north of India), yeah but no, we still did go (as apparently ignoring targets can be a score problems) but we took off as soon as we landed, as even without ghouls everywhere it's a nasty place to be and waste of Gal life on acid rain and various chemical killing effects.

Spoiler (click to show/hide)
Some
Modern Personal Armor
was found in the shark pool , no idea how it went there.

The boss was wanting to read a Pillow Book that was telling #017 tales about dragon you can ride but that will ride you. Maybe it was reference to
Spoiler (click to show/hide)
that was reported immediately

While excited by the news, the Brainers put the final touch to their
Interceptor Assembly
researches that open us to the Hunter-Killer fighter and more importantly triggered the Brainers into a frenzy , not of sexual nature this time, but on trying to design the best plan possible for the Bonaventura, several of them are working on it, let's hope we'll finally see our flagship getting finalized in the coming months

Anyways, we miss the night for a second ! damn, the night ops gals were so happy to feel the darkness and get some advantage but it was all for nothing that damn slow transport ship screwed up our pogrom interception planning.
Oh well, at least the firing bonus should help.

Spoiler (click to show/hide)

Oh it looks like we have Spartans, well it's not that we aimed to make any friends.
Plenty of explosion in that town, there were lot of gas pipelines all around the town so it was expected and for once not of our doing.
Sad news is that those very numerous explosions are killing people, very likely mutant civilians (and we hope some spartans too) and we can't do anything about that, bad publicity for us, but at least the survivors are helping us.
Spoiler (click to show/hide)
Our machinegunners did a good job, i guess it was worth giving them night ops armor for the +10 firing.


But between the pipelines explosion everywhere due to civilians and spartan shooting without a care, and some surprising highly damaging weapons in the hands of those damned spartan we lost a few gals.
At some point one of the Gal had enough of the hide and seek game of this convulated town and switched her weapon to a Mortar (the boss on the radio was so happy of this turn of event) and rain shell on suspected spartan hiding places.
It worked greatly, maybe we got a couple of mutant civilians, but that's their fault for getting there.

Spoiler (click to show/hide)

A particular spartan, a commando, had a hand pistol that was something powerfull, dropped 2 of our Gals with it (Dancin Iduno most notably died from this).
Salad E.Albright managed to subdue the guy for later interrogation .
Spoiler (click to show/hide)

All in all we lost 3 hands and the dog :/
Spoiler (click to show/hide)

And the amount of dead civilians (damned pipelines all over the town) really hurt the score badly, but that's still better than the 1000 points of malus in score if we skipped the pogrom.

Spoiler (click to show/hide)

When we came back we had the surprise to see "Shibari Iduno" in the sick bay, apparently the reincarnation machine integrated in the sick bay does wonders.

2 of the Rolan7 got a promotion from that mission
Spoiler (click to show/hide)

That was sad but dying in mission is about
Pirate Tradition
that bonus in score overcame our pogrom loss

An Hyperwave Decoder finally got up in the 2nd base, we can now not only have a large detection array in but we can decode all the hyper wave transmissions !

Spoiler (click to show/hide)

Ok, some Gals were out of the sickbay after spending the month in it, so time to get to that bounty hunting, money and score Gals , go !
Even the boss finally decided to get out of the healing beds and replace one of the fallen gal, maybe the smell of money was too big on those archeological digs, apparently we have Tomb Runners trying to get our money first
Spoiler (click to show/hide)

Not really rewarding, but at least it wasn't a long boring mission and no Gal got hurt.

The Lokks in the Scarab did a sortie to explode a bandit small ship, but as they did it on their own, the boss gave them no rewards.
They also tried to shoot down a Megapol small cruiser but had to retreat out of ammo, while our brainers were busy reading the
Red Mage Tedious Researches
That got us
Customer: Wiz Biz
Spoiler (click to show/hide)
Basically some bounty hunting points for people that think they're Larry Poster or whatever was the name in the ancient legends of old Earth

More importantly we got some extremely good news : the Bonaventura, we finally got a good design plan for it, one of the Brainer was so proud to have her design selected that she puked all over the lab.
Spoiler (click to show/hide)

All that's left is to build the thing and we'll have "the cutest variant of its class" whatever it means, it requires helerium for fuel.
Unfortunately we can't build it yet as apparently we're missing a cloaking device (would it mean we get through radar detection from enemy base ? ) so we ordered one from the black market, hopefully they'll deliver it soon.

So happy the Brainers were that they decided flying is a good idea, and we can understand now
Flying Armors

The end of the month is coming, and we have .. another damned Pogrom ! Right near the Queen Teuta base !
Spoiler (click to show/hide)

And it's full of humanists , we also noticed a Young Uber running around shooting at humanist
Spoiler (click to show/hide)

The battle wasn't going badly, until i noticed that i forgot to check the encoumbrement of our Mortar gal, explaining why she didn't had enough TU to shoot, there was such a perfect location with 3 humanists close but i couldn't so she took the shot elsewhere and killed only 2
Spoiler (click to show/hide)

We met a humanist leader, he was far and despite our best effort we couldn't knock him out as our Gals had sprinted to him and was now out of stamina (i always forget to get stamina items), so i took a simple shotgun snap shot, unfortunately Hitler wannabee died on the spot :/

It went surprisingly well.
Spoiler (click to show/hide)

We also got the cloacking device arriving on the last day of that month, so the next in line will be able to start building the Bonaventura !
Spoiler (click to show/hide)

Optronic Computing
Was just a bonus we got with the end of the month positive score.
Spoiler (click to show/hide)

As an additional reward for all the Gals, Expandable Robsoie was finally demoted , we have learned our lesson and will never let her convince everyone it's a great idea to have her as the leader.

On this, i am retiring from this succession game as time become to be an issue for me, if someone reading this thread and willing to join wants to replace me it would be great.
Good luck for the next months, it was plenty of fun, quite stressfull with the ironman rule but fun , i learned a lot as i am not as far in my own saves :D

Save file available there :
http://dffd.bay12games.com/file.php?id=14531

EDIT : i finished that saved game on J16 , i didn't updated to J17 for fear of possible bugs
Title: Re: X-piratez succession game
Post by: EuchreJack on September 10, 2019, 09:31:44 pm
Are we continuing on J16?

Only update for tonight is that I transferred the Scarab to Ching Shih 2nd and started work on the Bonaventura.  It should take about half a month to complete.

Also, I found some prepper boxes to empty, so one runt is taking care of that.  Probably nothing very useful for us these days.

Once something completes researching, we can research Tactical Armor.  It's a nice upgrade from Tactical Vests, as we don't have to be so anal about facing the enemy.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 11, 2019, 02:58:36 am
There is a bugfic versin of j17 out.


And no, the cloaking device doesn't protect us from detection by enemy bases, it just allows us to fly around the glove with impunity.


Sad to see you go!
Title: Re: X-piratez succession game
Post by: Iduno on September 11, 2019, 09:26:18 am
Catching up:

I would actually recommend against using Aqua Plastic, which is a finite resource, on Tac-Vests that we can purchase for credits/money, a somewhat infinite resource.  To put it another way: Temple raid loot and hostages equals several Tac-Vests, or we could fight enemies with armor and lose gals for the same Tac-Vests.  Keep the Aqua Plastic for the Tac-Suits, which we should be aiming to research soonish (haven't read updates yet, my apologies if we already got that).

1) We can (and probably should) just buy tac vests.
2) We've got chainmail. Tac Armor is nice, but less protection. If we need the stamina, it isn't enough better to justify the extra work.


We got a nice bonus out of our pillaging, we discovered how to
Contact Eurosyndicate
Opening up some (very) expensive laser weapon (laspistol and markslaser) in the black market , we could then research the deal to unlock more of their laser weaponry (the rifle is good with triple shots) but are we really ready for the inconvenience (missions being crazy hard , even more in ironman, and big hit to the score if not done) ?
I'll let the decision to someone else.

We've gotten a few months' worth of effective stat training, and haven't processed enough people into research to deal with the Eurosyndicate yet. To be fair, if we were doing well, we really wouldn't need them.

We never understood much of the red barn collateral thing, but we threw explosives at it under our boss order anyways, at least she was happy.
The red barn being broken and punching (a bit too much strength as he died from said simple punch) a guy coming around a corner did the job apparently., not sure what was the trigger to the mission end.
Spoiler (click to show/hide)
Way too much Uber Wheat was given , filling our few small vaults a lot, so we sent it to base 2 with its large empty vault, not sure what's the point of it, but there are such large empty vault, it needs filling.

Electro lassos, chainsaws, and hammers take out the walls quickly. I also send out one gal with the largest explosive we have - barrel bomb, crate of violence, satchel charge, etc. to get things started (make sure to stay far enough away to be safe). Fire is too slow to accomplish enough in 5 turns. It's the only decent way to get goblin zaxx tokens from a level D bounty. And yes, hitting the farmer ends the mission early (and gets you nothing you wouldn't have gotten anyway). The farmer sees well in the dark, so go during the day.


We even spotted a Church Reverend, so there's a big guy there, we tried to capture him but unfortunately couldn't get his shield down (and he wounded our Gals in return between our attempts) so we shotgunned him to death as the shield never went down (or maybe it went down when the killing last shotgun shot hit)
Spoiler (click to show/hide)

What the screenshots do not show is that this mission was near to be a complete disaster.
Not because of the enemies actually as we rather quickly found them all in that big jungle (out of the reverend we spent a few turn trying to destroy shield and knockout) but because there was something i completely overlook (i should always pay attention to the turn screen instead of reading things while the turn is done) :
the "scorching heat" , yeah that damned scorching heat.

Crap, we could have used that reverend. Also, why not just carry fans or radiator shirts in the backpack? They don't weigh enough to matter, and they're useful when you need them. Also, carrying beer and/or Stimm (harder to replace). I think having 2 fans in your backpack means you take less heat stun than wearing a bikini (and not having a backpack), but it's close.


Oh it looks like we have Spartans, well it's not that we aimed to make any friends.
Plenty of explosion in that town, there were lot of gas pipelines all around the town so it was expected and for once not of our doing.
Sad news is that those very numerous explosions are killing people, very likely mutant civilians (and we hope some spartans too) and we can't do anything about that, bad publicity for us, but at least the survivors are helping us.
Spoiler (click to show/hide)
Our machinegunners did a good job, i guess it was worth giving them night ops armor for the +10 firing.


But between the pipelines explosion everywhere due to civilians and spartan shooting without a care, and some surprising highly damaging weapons in the hands of those damned spartan we lost a few gals.
At some point one of the Gal had enough of the hide and seek game of this convulated town and switched her weapon to a Mortar (the boss on the radio was so happy of this turn of event) and rain shell on suspected spartan hiding places.
It worked greatly, maybe we got a couple of mutant civilians, but that's their fault for getting there.

Pogroms are a terrible place for explosives and autofire to start with. Around explosive pipes is...you don't want to do that.


Ok, some Gals were out of the sickbay after spending the month in it, so time to get to that bounty hunting, money and score Gals , go !
Even the boss finally decided to get out of the healing beds and replace one of the fallen gal, maybe the smell of money was too big on those archeological digs, apparently we have Tomb Runners trying to get our money first

Which mission is that? I don't research all of the mission types, and haven't seen that one.


Good month, even if I died. Almost 10k score. Learning new things is why I like succession games.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 11, 2019, 10:20:23 am
That mission is a bounty mission for Zaxx, I think C-level?
It can have other enemies as well, but I think it is the only place where you can meet tomb runners, so it is a good idea to catch at least one.
Title: Re: X-piratez succession game
Post by: Robsoie on September 11, 2019, 11:48:27 am
Forgot to mention it, i manufactured a few more chainmails and sent them to the 2nd base in case of another attack so we can have some very armored gals.
I replaced all the dogs by blood hounds, not sure if they're more efficient for base defense, but considering how more dangerous they have been in our encounters than enemy dogs, i supposed it was a good replacement
Title: Re: X-piratez succession game
Post by: EuchreJack on September 11, 2019, 04:16:01 pm
So I was tinkering with the research browser, and we have lots of Slave Soldier armor that we could research.  The question is whether it is worth it, as the best use for the Slave Soldiers would be as garrison forces.  Regardless, I'm considering the recruitment of 6-8 slave soldiers, sending them out on the milk run missions to hopefully get a couple stat increases, then transferring them to Ching Shih 2nd for a permanent garrison.

Once we have the Bonaventura, we'll have excess dropship capacity, so I guess I could risk them on slightly harder missions.
Title: Re: X-piratez succession game
Post by: Rince Wind on September 11, 2019, 04:54:55 pm
It is good to train at least a good dozen of them for missions that can't be undertaken by gals (properly). And unlike that peasant only bounty mission, which doesn't give anything we can't get elsewhere (I think) Terminal Terror unlocks a new mission (that I haven't seen yet).
While they are not gals Slave Soldiers can become very decent troops.


Speaking of Terminal Terror: How do you put your gals in chains? I can't seem to produce them, unless they are under another name, there is not an unlimited amount of them, and even sending a gal in naked puts her in a box.
Title: Re: X-piratez succession game
Post by: Rolan7 on September 11, 2019, 09:25:56 pm
I think the red light villa missions give a set of chains or two.  I'm not sure other than that.

Still skeptical of slave soldiers but not in a concrete way.  They certainly start stronger and have... interesting armor choices.  I stand by using peasants instead, who are certainly cheaper and do have some decent midgame armor, but it's complicated.

I am curious as to how J17 might have change the voodoo situation, since my understanding was that peasants and slave soldiers had more voodoo potential than gals.
Title: Re: X-piratez succession game
Post by: Iduno on September 11, 2019, 10:58:30 pm
Chains are Manacles in the store.


I think the red light villa missions give a set of chains or two.  I'm not sure other than that.

Still skeptical of slave soldiers but not in a concrete way.  They certainly start stronger and have... interesting armor choices.  I stand by using peasants instead, who are certainly cheaper and do have some decent midgame armor, but it's complicated.

I am curious as to how J17 might have change the voodoo situation, since my understanding was that peasants and slave soldiers had more voodoo potential than gals.

Unless something has changed (https://www.ufopaedia.org/index.php/Hands_(Piratez)), Max power is 60 for gals, 64 for lunatics, 69 for peasants, 70 for Slave Soldiers, and 75 for Bugeyes. Slave Soldiers have 60 max skill, bugeyes have 75. Power*Skill is used for calculations, so Bugeyes are ~33% better than Slave Soldiers at VooDoo. They also definitely have +VooDoo armor.

Edit: Why did nobody yell at me about that terrible link?
Title: Re: X-piratez succession game
Post by: Rince Wind on September 12, 2019, 02:17:08 am
But the weirdgal transformation gives you some (5?) power. Haven't updated yet, probably at the end of the current month.
Title: Re: X-piratez succession game
Post by: Iduno on September 17, 2019, 12:25:00 pm
But the weirdgal transformation gives you some (5?) power. Haven't updated yet, probably at the end of the current month.

How's it coming? I'm unavailable Thursday, but I'll be able to take over Friday if I can get it going on my laptop (which is newer than 1994, so it should work).
Title: Re: X-piratez succession game
Post by: Rince Wind on September 17, 2019, 01:55:01 pm
Oh, I meant the end of the current month in my game. :D

But I'll go on holiday for about a week on friday, so I won't be playing anyway, so go ahead.

EuchreJack is playing currently.
Title: Re: X-piratez succession game
Post by: EuchreJack on September 18, 2019, 03:15:15 pm
But the weirdgal transformation gives you some (5?) power. Haven't updated yet, probably at the end of the current month.

How's it coming? I'm unavailable Thursday, but I'll be able to take over Friday if I can get it going on my laptop (which is newer than 1994, so it should work).

You'll probably have a little more time than that.  I'll probably cram out the month over the course of Thursday to Saturday.  I was under the weather last weekend, so it threw my schedule off track.
Title: Re: X-piratez succession game
Post by: EuchreJack on September 22, 2019, 09:09:46 pm
I played a little bit, and I can't handle it.  One mission, Day 2, completed it, couple people died, might as well start with the previous save.  I'm out.

EDIT: Finished the mission just in case anyone insists on my day 2 save.  To be clear, the part of the game I just can't handle any more is the hunting for that last stupid creature in a maze-like level, when the gals are dying to heat exhaustion.  While I could devise tactics to counter the heat exhaustion, the hunting for that last straggler is an intrinsic part of the game.  I was on turn 28 and bug hunt mode didn't even activate.  I was literally just standing there waiting for it, then an enemy appeared and I could finally finish the mission.
Title: Re: X-piratez succession game
Post by: Robsoie on September 22, 2019, 09:34:42 pm
Do this modification to have bug hunt triggering before you're bored completely of the game when playing the less fun maps  (it does not impact the save or anyone else settings, it's only your own convenience) :
http://www.bay12forums.com/smf/index.php?topic=135455.msg7966234;topicseen#msg7966234

You'll have to redo that for each new version of xpiratez.
Personnally it improved my fun of the game a lot, no more boring never ending session of looking where the last stuck AI is without bug hunt ever activating for some reason.
Title: Re: X-piratez succession game
Post by: Iduno on September 23, 2019, 01:36:40 pm
I played a little bit, and I can't handle it.  One mission, Day 2, completed it, couple people died, might as well start with the previous save.  I'm out.

Ok, we should probably have a list of whose turn is when. At least I'm confused. According to the OP, Rince Wind (should be back from vacation now-ish) has a turn, then we start another round.

So I'll step up and run things until someone competent takes over. Who wants a turn? Also, do you have a particular personality for your in-character voice?

Also, how do I link to a particular post like MCreeper was doing? Or has everyone been keeping up without it?
Title: Re: X-piratez succession game
Post by: MCreeper on September 23, 2019, 02:13:40 pm
Probably i should update OP someday.
EDIT: Updated.
Title: Re: X-piratez succession game
Post by: Iduno on September 24, 2019, 02:21:13 pm
Probably i should update OP someday.
EDIT: Updated.

Cool, thanks. I'll get to posting more in a few hours. Luckily, I'm in enough pain that drinking to get in character is going to happen anyway (smug, over-confident, and over-planning aren't normally traits I possess, this game does change that a bit).

Edit: Although I do want to know more about your link-to-post VooDoo.

Edit2: We've got a mansion raid opportunity, and 1 more gal than we need to fill the blowfish/turtle/whatever pile of crap transport we've got (it's half the speed and slightly larger than the airbus we start with, and I think it might have worse windows). Also, we're on ironman, and I've never done the mansion before. Thoughts?
Title: Re: X-piratez succession game
Post by: Iduno on September 24, 2019, 10:52:36 pm
In which I learn the grey codex is superior to the green not only because the Shadowbat is better than all of the green ships, including the ventura, but also because I can spell Fortuna. And also that my whole "naming bases after region-appropriate woman pirates" thing works better if you can find one from more than 3 different continents. I propose naming the Antarctic base after a famous nun (penguin), and the arctic base Ms. Claus' Workshop (and making it our toyshop - somewhere between the Conqueror Project and Industrial plans here (http://ttps://www.ufopaedia.org/index.php/Hideouts_(Piratez))).

How long have I been sleeping? That's the last time I let the runts challenge me to a floor-cleaner drinking contest, even if they do let me go first. Luckily, I have some actual rum to ward off the effects of the solvents they cut it with.

Last I remember, we were finishing research on everything we need to start our hunter-killer fleet and build the Bone-venturer, and we were starting a pile of engines to prepare. Also, we were running out of apples, and agreed not to let that pyro Robsoie near...anything or anyone flammable again? Why are you looking at me like that? It feels like it's been a few days at least, how is our fleet. Have we at least built surgeries so we have enough gals to fill out missions? Have the weed plantation schedules at least been useful? How is it June? Have we at least finished the armored vaults? Uggggghhhhh, Fine. Just take me to the Buena...ship. Well then how did we assault the Antarctic base? Ok, for your honesty, you live, but you're riding on the outside of the ship next mission. Next space mission. We can't into...I hate you.

Half of our runts at main base aren't working, so I started making slaves from anyone who refuses to give up any new information from interrogation. Also, because we had maxed out all 3 of our prisons, and we haven't been bothering processing any of them (even the ones that are useless to the brainers). Then I started fixing Ching Shih base. We didn't have enough runts to use even one of the 3 extractors we're paying for each month there (or the living space for that many more), so now we have one, and are starting to build a mess so we can have a surgery. [OOC: I took screenshots, but print screen doesn't work like f12 does] Then I transferred over 100 apples, so our runts can earn their pay. Tueta base has the facilities to use runts for something other than booze that can remove paint, rust, floor wax, and 6 months' worth of memories.

Spoiler (click to show/hide)

Also, we're apparently doing research the slowest way possible (using up the actual items) instead of gun almanacs, pillow books, decrypted discs, interrogation, etc. I even found a Terror Ship documentation, which requires that a single brainer just feed it into the computer in our old lab. I fixed that. [OOC: It's weird to see how much research that I completed half a year into my campaign is left un-researched a year and a half into this one, and also which stuff I haven't gotten to is already researched here, even though I'm a few months ahead.] We're also trying to research how to make better ships, which will become useful once we understand school graduation, which requires actually completing research.

Spoiler (click to show/hide)

Our next base is going between North and South America, because the Antarctic apparently never got conquered because we never got around to building a real ship. We named her the Mary Read Docks, after one of our predecessors from the area. Plans are: 3 hangars, library-> surgery, a sickbay, a hyperwave decoder, and a pile of barracks around the hangars.

Haha! A scientific Experiments is going on just south of us, so we're going to go collect some more slaves/interrogation fodder. I'll load up training weapons on everyone who isn't yet a proper soldier (which includes everyone except), and give real weapons to people with reactions and bravery. We're going to need more stun batons, because everyone is hella uncoordinated. [Did everyone named/trained die?] Also, our Lokk'Naar though an axe is an appropriate weapon for a fast but weak little lady. That's...no.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

We ran out of space, so I sold anything that was useless.
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Most of our research is stuff like what a battleship looks like, how weapons we don't use anymore work (from gun almanacs, which at least help us with later research), or numbered entries. This seems interesting, though.
Spoiler (click to show/hide)

Half a dozen or so groups of bandits tried to plunder around Ching Shih Base, so we sent the scarab out for some shooting gallery time. It took an average of 2 shots from out laser to take each of them down.

We have the opportunity to raid a mansion, and take all of the treasure we can find quickly and carry while wearing bikinis (so, pretty much none). Pass for now. Megapol came to our nighborhood to hand out "driving while mutant" citations, and got shot down "somehow." Wolfmen make decent enough slaves.

Spoiler (click to show/hide)

More research, somewhat interesting.
Spoiler (click to show/hide)

We managed to shoot down a wasp aircar and a bogeymen swarm
Spoiler (click to show/hide)
one one charge of our charger laser (took about 20 shots out of 50). It's good we're accurate, because it's not a very good gun (we can probably take down small vehicles with it, unless they're shielded, but probably not medium). It is however, our only weapon against ships.

The wasp aircar should be full of pushovers, so it's another quick training session.

Spoiler (click to show/hide)

If only we could...
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More manufacturing
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We've made some progress over 2 missions
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Bogyemen. Terrible, terrifying demons who are nearly as strong as Lokks, and are melee-only with fists or pitchforks. We're wearing chainmail and armed with training weapons (and fans, beer, and grenades in the belt), so...

Spoiler (click to show/hide)

One final research for the night
Spoiler (click to show/hide)

The stupid maid mansion raid is still available, if anyone has a very good idea of how to tackle it. I'm still leaning towards "nah."

Edit: Ok, can't say I'm not tempted.
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: Robsoie on September 26, 2019, 08:42:07 am
That went rather well ! I didn't noticed the gals had so little bravery, that's a bit odd considering how they have been healing each other so much and so often (at least in my turns as i had so much wounded gals in battle :D) as from what i remember reading healing trains  bravery.
There must be something that i am missing there.

14 bogeymen captured , that's impressive as they have so little health they can die from a slight punch.
Title: Re: X-piratez succession game
Post by: Iduno on September 26, 2019, 09:14:09 am
That went rather well ! I didn't noticed the gals had so little bravery, that's a bit odd considering how they have been healing each other so much and so often (at least in my turns as i had so much wounded gals in battle :D) as from what i remember reading healing trains  bravery.
There must be something that i am missing there.

14 bogeymen captured , that's impressive as they have so little health they can die from a slight punch.

From what I have seen (which doesn't mean it's true), you have to train bravery at least 4 times in one mission to get an improvement. Using 2 bandages (healing 4 times) is the easiest way, but having morale below 50 for 4 turns without panicking also works. That's how we got almost everyone to get an improvement, we waited for ~6 rounds (allowing some morale check failures) after morale dropped below 50. Seductress outfits also train bravery?

Captures are easy with stun batons. Can't kill except through overstun, ignores 25% armor, takes 7 TU/2 Energy per attack (very fast, and trains reaction - our actual goal here) and does 36 damage in the hands of a well-trained gal (45 for Lokk'Naars). They can't crack power armor, but not much short of plasma can. There are a handful of enemies you'd be noticeably better off trying to capture with a cattle prod (reticulan mechtoids come to mind), but not many. I'll research slaver canes soon, which are great for when high-end enemies are electric-resistant. I usually only use them on gals who have maxed-out reactions (who also hopefully have maxed-out bravery and strength). Mixed teams of gals with different weapons helps with varying threats, if you have weapons that can do anything to the enemies (mostly stun batons and laspistols, some slaver canes or laser rifles of some type, everyone has grenades and bandages).

I played again last night, but I can't find the images I uploaded. We should be building a Deliverator by the end of the month, and the new interceptor base should be operational by the end of next month. Next challenge: a base assault without having plasma or bugeyes/weird gals to deal with power armor. I guess I should hire/train some bugeyes? Not having any Lunatics anymore means we don't have anyone with reasonable VooDoo stats.
Title: Re: X-piratez succession game
Post by: Robsoie on September 26, 2019, 11:35:38 am
Ah thanks for the precision about the bravery training, i didn't knew about the requirement of 4 healing so this could explain it then as while my Gals were healing each other regularly i doubt one of them went as far as doing 4 healings (i guess the perk of using chainmail meant they had only minor levels of wounds).

For the stunning, in one of my researches they learned stun grenades, but i never used any even in my own save. Are they usefull (a stun baton with a radius ?) or are they dangerous (as in they can still kill low health enemies) ?
Title: Re: X-piratez succession game
Post by: Iduno on September 26, 2019, 01:11:30 pm
Ah thanks for the precision about the bravery training, i didn't knew about the requirement of 4 healing so this could explain it then as while my Gals were healing each other regularly i doubt one of them went as far as doing 4 healings (i guess the perk of using chainmail meant they had only minor levels of wounds).

I don't know that 4 is a requirement; it's just what I have seen.

Also, healing increases your morale, so you're less likely to need morale checks (which train your bravery when they're successful). If you get a morale check (get below 50% morale) or two before you get wounded and need to heal, it should help. Although I'm not sure how the morale checks based on low morale work; I think I had bugeyes gain morale after 3 rounds when they passed a check at 10% morale (plus the one at 40% the previous turn). If you're real desperate early game, you can also hit your own gals with leather whips, which lowers morale. I've only done that like twice, though. It does injure your gals.

For the stunning, in one of my researches they learned stun grenades, but i never used any even in my own save. Are they usefull (a stun baton with a radius ?) or are they dangerous (as in they can still kill low health enemies) ?

I haven't tried them, and I can't find anything about them in the old wiki. You'd have to compare its damage with enemy resists in the bootypedia/the anal(yse) tab. Also, as mentioned below, I mostly use stun batons to get reactions and melee maxed out at the same time.

Edit - On to the game:
Spoiler (click to show/hide)

Mostly-Interesting Research [I don't post most of the numbered research, ship types, or weapons we get]:
Spoiler (click to show/hide)

Prepared for the future!
Spoiler (click to show/hide)

Jack announced a bounty on some bandits in a cave, so we load up.
Spoiler (click to show/hide)

Research again!
Spoiler (click to show/hide)

A Communication Tower showed up, and we're going to knock it back down.
Spoiler (click to show/hide)

We re-add the fast research items like we do every day, and you'll notice bogeymen are now researched.
Spoiler (click to show/hide)

A second Communication Tower. And a Warehouse Wars. We'll go to the Warehouse Wars if we have time, maybe. It's not really worthwhile, but it keeps the governments supporting us (points).

Spoiler (click to show/hide)

Underwater assets mission showed up, but during the intervening travel time, more research finished. Then the Mary Read Docks finished the Animal Den.
Spoiler (click to show/hide)

Finally, we arrived at the mission.
Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: EuchreJack on September 27, 2019, 12:32:21 pm
For the record, that starter Scientific Experiements wasn't the same as the one that broke me.  I spawned in some devilish abandoned jungle temples scenario.
Title: Re: X-piratez succession game
Post by: Iduno 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?
Title: Re: X-piratez succession game
Post by: Iduno 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.
Spoiler (click to show/hide)

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.
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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:
Spoiler (click to show/hide)

[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. (http://dffd.bay12games.com/download.php?id=14545&f=succession+game.rar)
Title: Re: X-piratez succession game
Post by: Robsoie 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 ?)
Title: Re: X-piratez succession game
Post by: Rolan7 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!
Title: Re: X-piratez succession game
Post by: Rince Wind 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.
Title: Re: X-piratez succession game
Post by: Iduno 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."
Title: Re: X-piratez succession game
Post by: Rince Wind on October 04, 2019, 05:45:10 am
How's it going?
Title: Re: X-piratez succession game
Post by: Rolan7 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.
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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-
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...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.
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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).
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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.
Title: Re: X-piratez succession game
Post by: Iduno 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.
Title: Re: X-piratez succession game
Post by: Rolan7 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. 
Title: Re: X-piratez succession game
Post by: Robsoie 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 ?
Title: Re: X-piratez succession game
Post by: Iduno 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.
Title: Re: X-piratez succession game
Post by: Robsoie 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 ?
Title: Re: X-piratez succession game
Post by: Rolan7 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:
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That's a lot of... friends we haven't met yet!  Also pew-pew, and cameras.
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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.
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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.
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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:
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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.
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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.
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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.
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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:
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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.
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Wow, hope we never run into one of these.
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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:
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More wisdom from the Ninja gals.  I'm not sure if I'm being sarcastic.
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And this from a data disc.  They look fun, but require both hands, and are particularly ineffective vs armor... pass.
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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. 
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I am a master tactician (wow, chainmail is pretty great against plasma huh)
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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:
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...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
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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.
Title: Re: X-piratez succession game
Post by: Rince Wind 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.
Title: Re: X-piratez succession game
Post by: Robsoie on October 05, 2019, 06:47:11 am
Good month !

I didn't knew about the shift+ctrl when using the auto fire modes of some weapons.
Will have to put this in good use as i really like my combat shotguns :)


Title: Re: X-piratez succession game
Post by: Iduno on October 05, 2019, 09:53:36 am
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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.

We start paying maintenance when you start building it. Good plan, but it won't work. I've checked that before.


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?

That, or take advantage of robots' weakness to electricity (which isn't actually a damage type, but whatever) and poor stun regen. Cattle prods get you "live" captures on the robots, but you do need one "corpse" from a robot to learn how to take them apart. I think it's usually 2 robots on those missions.

I am a master tactician (wow, chainmail is pretty great against plasma huh)

Yep. Plus, the radiator shirts (red and blue hexagon things that take up 4 inventory space, probably in the backpack) works on heat and plasma. We're prepared for fighting plasma.


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.

Yes. The top row should be barracks and vaults. It lets you ambush any attackers who are up on the 2nd level, and we'll need plenty of both vaults and barracks for a "main interceptor/soldier transport base".
Title: Re: X-piratez succession game
Post by: Rince Wind on October 05, 2019, 10:39:14 am
Ah, ok, I placed the 2nd hangar on the top row. You can attack from above from the south as well. A main interceptor base should have more than 3 hangars imo, so I make a difference between those with proper soldiers and transports on them and interceptor bases.

I'd say the main base stays the main soldier transport base, and a 2nd one acts more as a training base. That one might have more people, but less quality. We should build up some purebloods as well, I prefer slave soldiers for the better starting stats, but whatever.

What difficulty are we playing on again? Because I never met fewer than 3 robots in my games. Never more than 4, I think. And it is kinda hard to get in melee range when some are on the satellite proper and not in the whatever they are at the bottom.

Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 07:18:40 am
I AM BACK
I am Harder, Better, Faster, Stronger (https://www.youtube.com/watch?reload=9&v=GDpmVUEjagg) ... wait, what is this? This body ... it is ... adequat.
Spoiler (click to show/hide)


Well, at least this incarnation won this months captains lottery (wait, since when do we have a lottery? how much did I miss?), so while the runts clean up the mess that comes with getting into a new body (forcing the soul out is not a pretty process, and it means this body will need to spend some days in the hospital), I tell one of the gals to bring me up to date. It seems I didn't miss much, only a couple of weeks at best.
I begin the month with the usual, selling useless junk that my predecessors collected and promptly forgot about. I am sure my successor will have to do the same.


So, we can build flying armors, eh? Why don't we have any? RUUUUUNNNNTS!


Lots of research started and then forgotten about, do I see a pattern here? I'll let everything run, but will make my own priorities once the brainers are done with something.
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Mary Reed gets a second hangar, and the Deliverator an easy target: a ratmen village needs to be purged from this earth.
Looking at the gals before they leave, it seems my predecessor told them to not carry any spare ammo. Or grenades for that matter. I quickly change that. Even if we are to capture most enemies (not ratmen though) I want the gals prepared in case the shit hits the fan. And the 8 bullets in a Kustom Shooty Gun won't last long then.
There are no long arms on board either (apart from sniper rifles), and barely any shotguns. I love pistols as much as the next gal, but I like my gals to have options and a more flexible loadout.
Beret catches a bullet with her eyebrowes, but other than that everything goes smoothly.
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The local gouvernment is pleased that this nuisance is gone and they won’t be blamed by any rights groups … wait, ratmen, right, no rights groups, even the mutant alliance cheers. Almost everyone involved learns something and we get a load of crap and some apples.
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We follow an ordinator around for a bit, but it doesn’t land. It wasn’t crewed by government forces though and the stuff they broadcast on an open frequency sounded like zombies.

We can transform gals into weirdgals, something I immediately forget to do, though we have some promising specimen. We should probably tailor some seductress outfits for them, too.
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A Marsec Operative tells us about himself, the narcissist, and something about daze damage (#47)
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A pillow book tells the exact same story that is in a gnome tome as well, but all copyright lawyers were shot in 2587, so no one dares to care.
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We are hunting scorpions! As we have some hover suits by now it should be like shooting ratmen on a reaper carcass.
Because of the heat we will not just do some reactions training, but we get that as well.
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Easy favour with someone who cares about these things, and we even take three of the bastards alive.
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We keep killing small, mostly defenceless enemies, this time under a tavern.
Nothing interesting happens, but we do get some chateau to sell from the owner.
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A ninja tells us about combat stats (#30) and we read a really secret government file that hadn’t been on the net for ages (honest!) to find out about enforcers.
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We are busy these days! It is only the 4th and one of Jack’s business partners has gone rogue. Again. Jack must be like the worst person ever when it comes to judging people.
Anyway, this was fun for all the wrong reasons.
We manage to subdue the sharp guy, but as we don’t care about B-Boys we just shoot them … and a missed shot hits one of them boomfruits. And the explosion sets a chain reaction in motion that sets off all the other boomfruits in the plantation, killing the b-boys, some tough guys and the sharp dude.
Olivia stubs her toe on the now uneven ground.
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The last two Tough Guys surrender. We’ll put them to work. This option, along with quite a few others including hiring slave soldiers was for some reason hidden in the recruitment options. Oh well.
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Still the 4th, Lokks crying for help against Ninjas. Imagine this with the Terror, we would have been able to do about half the missions, or fewer.

We kill one Ninja, the rest is getting subdued and, if necessary, showered in vodka.
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This is the last one, it basically never moved, so glad we have hover suits, they are worth it for the scouting advantage alone!
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Not a single Lokk died!
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Shadowlamps fascinate the brainers, because they want to find the switch, but unless they do they are useless to us. The lamps, not the brainers.
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We could research !Demonic Sacrifices! now, but we’ll go to church instead.
My first robbery in this here body, and I stun some civvies!
The others as well, in fact we stun everybody, even those we don’t care about (i.e. neophytes) run into the stun batons head first.
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Nothing big, but a lot of small missions are good for training and we still get paid for them at the end.
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Congratz McCreeper!
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We could build a study room now, but I feel it is not worth it for 2 brainers.
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A police vessel plays chicken with some laser beams in midair. The laser beams win, and we get to salvage the rest. Both wolfmen bleed out before we can do anything about it, not very interesting.


A small ship crashed down here and we want to save the crew from freezing to death.
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OMG! Someone was wounded in the crash, someone call a medic!
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As you can see we are better medics than academy medics. They might know more than the average gal, but they don’t give a fuck about other people and just run around when their comrades are bleeding out.
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Not a big haul, but again, everything counts.
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Same day (8th by now), another crash site. This one went down in a pink desert so it is a race against them blowing themselves up. We mostly win with some minor injuries.



Someone somewhere found this really rigid pair of trousers and the brainers pretend that it is something special. I think they are just making stuff up so they don’t have to do any serious work.
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At least they found the time to take a look at the stuff Rets lug around.
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We rescue a foolish government agent who is now the laughing stock of his team because he got taken out by some ballers. Still, better than falling unconscious at the sight of a few dogs I guess.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 07:51:04 am
The live scorpion is not alive anymore, and we now know how to take them apart for maximum profit!
Spoiler (click to show/hide)


BTW, we didn’t have any tac armor either, and we do now.
Speaking of advanced construction:
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Also Advanced Chemistry, which is like beginners chemistry, but the explosions are more planned than accident (still, I’d say it is 60:40 at best).
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Another mission that is so unremarkable that I only have the score screen. We captured 4 out of 5 of whoever this was though!



Some dirty humanists got the support from the local military police who were supposed to be guarding the armory. Well, technically they are still guarding it, but they also let the humanists in and gave them stuff. Also dogs running around without a leash in the city, can’t have that now, can we?
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Ninjas on the hunt, we should be careful and avoid South America for the time being we aren’t really armed to fight this out.
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A church boot camp! Again! But someone got here first …
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An armored ambulance. These are sad times when even the ambulances have to be armored. Good thing we have the charger laser on the Scarab, image the cost in ammo if we hadn’t!
One of the nurses gets killed by the drone for cuddling with us, everyone and -thing else is taken home alive and mostly intact.
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A bandit warehouse!
I sent some tac armor over to Ching Shih:
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Someone takes a light wound, but you should see what happened to the other guys!
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Smart Weapons! Almost as smart as some runts, and definitely smarter than half the gals.
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I also decided to break an engineer and interrogate him, because we need to know about the heavy duty construction stuff the guild does:
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Zaxx found some underwater warehouse and wants us to retrieve wet green paper slips from there. I have since sent some newly built chiller outfits to Mary Reed Docks, so we can swim for as long as we want.
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We can now call Dr. Wang to deliver fun tools of destruction to our doorstep!
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We know about the Fuso Sword, and probably about the Assault Grenade Launcher. The Street Sweeper is a shotgun that uses combat shotgun rounds, and the Quad Launcher is a Launcher that relies more on quantity than quality. The mammoth chain shotgun is exactly what is says on the tin. Heavy as hell.
He also referred us to his buddy, the White Dragon, so the brainers will try to find his phone number as well.


A quiet little town and all we have to do is live here in this nice house for a bit? Sweet!
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We already got some of these, probably through gambling, but now we can make our own! It gives a few weaker weapons like the RCF Carbine a reason to stay in our arsenal, as this is a long range option that has a rather high chance to just stun opponents!
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We’ll get to use them right now at this comm tower!
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Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 08:16:58 am
We can now build smartpistols. The proper ammo scales off bravery and can do up 35 damage in the right hands, which is really good for such a small package with this much ammo! A very good pistol for weaker gals.
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I have had enough of not having proper names for our ships, so I christened the Deliverator the Deliveroo and the Scarab the Theban Bug!
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A Chupacabra Hunt! Flying gals kill and stun them all.
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An escort, nothing we can tackle with our arms.
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Mercs? We got this stuff from da police!
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We ran out of apples. This is a sad day indeed, and I order everyone to get drunk as a sign of our sadness.


19th of August by now, and we take down a freighter!
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Why was I so sad about the engines? Well, because we only have one, and we need two for a …
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1,25mil for an engine is something we could afford, but we are pirates, dammit, we steal our stuff (well, most of it). We’ll wait. And we don’t need to build no Hunter-Killers, we have something better now!


Govt Papers reveal information about the Rets:
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A small courier vessel from the guild, its engine explodes as well, but we get most of the crew alive.
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The quadcannon is a heavy weapon, so we could put it onto the Theban Bug, but it is quite bad. It is a step in the right direction though!
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Ah, Heavy Duty Construction! Now we can build armored vaults, Mary Reed Docks gets one immediately, there is absolutely no space there.
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Blabla, the govs judge us. Lest ye be judged and so on. (#90)
We got that from a Govt Paper.


Zaxx wants to get rid of a former associate. He is almost as bad at judging people as Jack, but who are we to complain?
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My predecessor had put this in with a single brainer, and it is ready now! On the 23rd no less! Very handy weapon to have if you need to defeat heavy armor. Once we have enough we should have one in every hideout for defensive reasons. And ammo, of course.
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Some Lokk Sciptures reveal information about some Lord Crossroads or something. I fell asleep while the brainer was droning on.
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Now this is more interesting. They also took a look at the tentacle of one of the hallucinoids I had dissected. That thing can be used like a whip, put the poison pains the user as well. I am not into this, but maybe some is? And bio damage is always nice.
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Now that the brainers had a look at this thing we can trade it to Zaxx for a nice 500 tokens.
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We take 9 hostages from a small ship, I think an ambulance, but I can’t quite remember. I was … busy in the hospital.


A priest tells us about his boss. Calls him a traitor. I think the priest was just deemed too narrow minded to advance any further.
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No one wants to tell us about it, and we have it lying around, so I had the brainers take a look at the Lynx SMG. It is not very impressive.
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Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 09:14:16 am
You know survey ships? To survey properly they need to land. So all we had to do was follow it until it did so.
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Meh, Dr. Wangs friend is a W.I.P.. But at least he’ll sell us his satellite uplinked arms.
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We have to research the others, but he gives this one for free. Up to 48 damage is pretty nice.
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Since the guild got wind of us breaking their engineer they might up the ante by sending heavy freighters. Someone suggested catching one on the ground.
We won’t, they don’t ever land anywhere where we could catch it. And its crew is not the usual rabble but includes bodyguards and tanks. And the armory is well stocked with modern weapons.
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A Ratmen Village provides some fun distraction and 53 apples!
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The O.G.R.E. shotgun, we can purchase it now. But I really did this because it is on the way to naval guns, and we want those, they would provide is with a nice heavy weapon.
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A Marsec Dude tells us about how exhausting it is to throw stuff. (#44)


Ah, the Tech Blade, an elegant weapon for carving a more civilized future. Also a step closer to interesting things.
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Singer zombies are zombie emos prone to fiery outbreaks. Yeah, we asked one personally. Our head therapist recommends copious amounts of dakka.
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A humanist safehouse houses 3 humanists, but not very safely. One runs into reaction fire, two more will bolster the ranks of our slaves.


We also take two shamblers alive, and will dissect them as soon as the predator is built.


Smartguns are not that much better than their base weapon. Though if you do like AMGs they are a nice upgrade, I guess.
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Oh yeah! It doesn’t come with free tickets, but we can buy some of the arena staples.
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Like the slaughter cannon, which never fails to put a smile on the faces of the audience. The cutting damage can come in handy for us as well.
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Even better is this baby. If you manage to bring one of these up above a hangar quickly they can make base defence a lot easier. I’ll buy one.
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Another survey vessel, another engine:
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As we started it, we might as well continue, so we broke an academy medic and made her tell us everything.
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Stick Bombs are a step towards explosive ammo, which in turn is needed for proper craft weapons.
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Godslayer’s Hand is beset by bandits, and we’ll go and help.
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Woohoo! I’ll let the next captain name her, but I put what weapons we have on her. Just remember that you can always disable the missile launchers by clicking on them, because against smaller craft the light weapons (at the moment a dual 25mm and a 30mm cannon) are sufficient and seagulls cost 50k each.
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And that is it for the month.
We can basically pay for the maintenance with the bonus pay this month, so we make a nice profit!
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My last actions are ordering the brainers around, who managed to finish quite a bit this morning. An osiron guy tells us about playing with fire (#80) and we can now build full plate mail. Very heavy, good armor, but just not my type. Important step though. I kinda forgot for what, but that was why I ordered the brainers to look into it in the first place.
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The Air Musket is just another musket, but it might actually be worth it to build some for the underwater crew. The important thing though is, that we can now research heavy slugthrowers. They are kinda the brute force solution to the problem of heavy personal armor. They also work underwater, s strong gal can carry one and a little bit of spare ammo with a chiller.
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Bugeyes - they all look the same to me.
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Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 09:29:18 am
Here is the save:
http://dffd.bay12games.com/file.php?id=14558


The next captain should probably build another base, even if it only has plantations in place of hangars now. I recommend the north and south pole for interceptor bases. (north is more important, because there is more land mass close by)
I didn't go for the kraken, because that thing is way to slow in my opinion. We can build the bonaventura and it should be a decent tank for almost any engagement. I haven't done so yet because we don't have the weapons to engage proper stuff anyway.
I recommend building a few heavy slugthrowers once the research is done to have something that can put almost everything down, especially for the underwater team. Maybe send them the lethal bolts as well, I forgot to do that. They have pretty decent damage and there isn't much profit in keeping aquatic enemies alive anyway.


If everyone is ok with that I could play a 2nd month as well, as it is only monday and I sat out the last round. But if the next in line has time, go for it.
Title: Re: X-piratez succession game
Post by: Iduno on October 07, 2019, 09:31:38 am
An escort, nothing we can tackle with our arms.
Spoiler (click to show/hide)

Do we have more than 1/2 an interceptor (the mostly-unarmed scarab)? Because I took down a very large ship yesterday with 2 hunter-killers (with spike missiles, my 1 gauss cannon, 1 50 mm cannon, and 2x double 25mm cannons) and my Fortuna (with spike missiles and a looted sonic oscillator). Volume of fire over quality to shoot down ships larger than you (plus I can still shoot down scouts without blowing them up).


Spoiler (click to show/hide)

What is that weapon?


That was worth it! Though the booty is mostly junk, as one can imagine.
(https://i.postimg.cc/zXXWqPbS/screen362.png)[/spoiler]

It should be enough car parts to put together out own terrible car.


And that is it for the month.
We can basically pay for the maintenance with the bonus pay this month, so we make a nice profit!
Spoiler (click to show/hide)

Nice work.


Also, half a vote for re-naming the Predator "the Epstein".
Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 09:49:19 am
We have the scarab with a single charger laser, though we could cobble together a quad cannon I think. Or buy a ramjet, but the ammo gets expensive. I'd rather wait for naval guns. We have the new predator (but didn't when the escort showed up) with a dual 25mm, 30mm and 2 seagull launchers, and the deliverator with the 2 dual 25mm. The bonaventura shouldn't take too long to build.
As we are playing ironman I'd rather be careful in what I engage and just because something is large doesn't mean it is strong. A freighter is large, but can be taken down by almost anything. A fighter is small but can be dangerous. A viper fighter is freaking dangerous. And we have no expert lokk pilots yet that can evade very well.

Gauss cannons are nice, you can down ships that carry them with them to keep up with the ammo and once you start attacking military ships you get the parts (and the ammo) frequently. Some missions have military ships landing, that would be juicy targets.
A lot of the bigger ships are armored, and the lighter weapons have trouble doing anything against the hull.

That weapon is a wand of airlesness, very handy especially against lobstermen. It uses up morale, so I also use it to lower morale to <50 in bravery training. It causes choking damage, so it is useless against anyone with a sealed suit, and it can kill, though rarely does.

Title: Re: X-piratez succession game
Post by: Rolan7 on October 07, 2019, 10:01:11 am
I begin the month with the usual, selling useless junk that my predecessors collected and promptly forgot about. I am sure my successor will have to do the same.
NOOOO but but what if the old boot is useful in a future version??  I'm not a whore you're a - oh, hoarder?  Guilty.
So, we can build flying armors, eh? Why don't we have any? RUUUUUNNNNTS!
I think I only recently finished the research, but also didn't trust myself to use up the uncommon gravity devices FOR THE HOARDE.  Hover suits fricken rock though as you demonstrate, and I think I pointed out how their armor is better than tac suits!
Lots of research started and then forgotten about, do I see a pattern here? I'll let everything run, but will make my own priorities once the brainers are done with something.
That's pretty much what I did too, and left those 0-brainer researches I inherited for "later" since I considered them low priorities too.
Mary Reed gets a second hangar, and the Deliverator an easy target: a ratmen village needs to be purged from this earth.
Looking at the gals before they leave, it seems my predecessor told them to not carry any spare ammo. Or grenades for that matter. I quickly change that. Even if we are to capture most enemies (not ratmen though) I want the gals prepared in case the shit hits the fan. And the 8 bullets in a Kustom Shooty Gun won't last long then.
There are no long arms on board either (apart from sniper rifles), and barely any shotguns. I love pistols as much as the next gal, but I like my gals to have options and a more flexible loadout.
What's that Hornet quote?  "If you need more shots, you're in over your head so start smashing with the decent melee mode or call for HMG supporting fire"?  But nah I was just too lazy to equip black powder or molotovs.  Though I'm still prejudiced against shotguns.  If buckshot would work, so would a stunprod.  I keep meaning to try slug rounds or even chem, but I like my dakka.
We follow an ordinator around for a bit, but it doesn’t land. It wasn’t crewed by government forces though and the stuff they broadcast on an open frequency sounded like zombies.
So many freakin ordinators trolled me as well!  Unless it's somehow the same one?  I don't get it.
A ninja tells us about combat stats (#30) and we read a really secret government file that hadn’t been on the net for ages (honest!) to find out about enforcers.
Spoiler (click to show/hide)
Waaait, I already researched the uh, Elite government guy who looks like that!
Spoiler: CLOAKER!!! (click to show/hide)
(Wonder if this has to do with updating back to J17 in my first week XD )
We are busy these days! It is only the 4th and one of Jack’s business partners has gone rogue. Again. Jack must be like the worst person ever when it comes to judging people.
Anyway, this was fun for all the wrong reasons.
We manage to subdue the sharp guy, but as we don’t care about B-Boys we just shoot them … and a missed shot hits one of them boomfruits. And the explosion sets a chain reaction in motion that sets off all the other boomfruits in the plantation, killing the b-boys, some tough guys and the sharp dude.
Olivia stubs her toe on the now uneven ground.
Spoiler (click to show/hide)
I didn't know that could happen O_o  I mean, see, this is what happens when you use lots of grenades or something :P
The last two Tough Guys surrender. We’ll put them to work. This option, along with quite a few others including hiring slave soldiers was for some reason hidden in the recruitment options. Oh well.
Oh uh, because we're actually hiring them with a wage and stuff.  Not that I have a problem with that, in fact I love it!  Our reliance on sl- volunteers makes me uncomfortable sometimes.  Literally taking their glamour... is that really okay?
Spoiler (click to show/hide)
Not a single Lokk died!
:)
A small ship crashed down here and we want to save the crew from freezing to death.
Spoiler (click to show/hide)


OMG! Someone was wounded in the crash, someone call a medic!
Spoiler (click to show/hide)


As you can see we are better medics than academy medics. They might know more than the average gal, but they don’t give a fuck about other people and just run around when their comrades are bleeding out.
Yeah!!  We're like the Academy but better!  Take that mom <3
We rescue a foolish government agent who is now the laughing stock of his team because he got taken out by some ballers. Still, better than falling unconscious at the sight of a few dogs I guess.
Where are those elite-enforcer-whatevers when they're needed?  Not that I'm complaining, it's an easy way to keep the govts' favor and make some cash.

Aaand leaving the other posts for now, but thanks for the fluffy update!
Fakedit: Oh fuck... yeah ok seconding "Epstein" for Predator.  Some people are still infamous in 26XX

Don't you need a weirdgal to use wands?  I'm so confused about voodoo stuff.  I've got a seductress now in my game who's gaining skill even though I don't have a voodoo school (no panels), and I've got a weirdgal on the way.  Is it only armors that require being weird?  But a lot of the items need some points of skill, right?  Bah, dakka dakka!
Title: Re: X-piratez succession game
Post by: Iduno on October 07, 2019, 10:40:02 am
I left the research at 0 brainers because they were needed elsewhere, and I didn't want to lose whatever progress we already had on those projects.

The base Lokk armor is +10 xp, so they at least train quick once they have enough TU to get near an enemy. The dojo does that well. After one or two field missions, they're good enough pilots (stun batons to increase reaction). I'm not good at getting their bravery up, though. Partly because they lack any good outfits. I guess ropes would work for that after getting reactions up, but that requires fielding Lokks more times, and they have real bad TU. We could get a few trained up now that we've got interceptors being built.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 11:14:17 am
Send them naked and give them the wand of airlessness, I think it is 15 morale/use. Once they are under 50 only use it if they get above by panicking or kills.
Good thing about lokks is that they have a lot of energy that they regenerate quickly, so you can run almost all the time.
We already stopped civilian traffic from appearing, but in my game I used that a lot to train my lokks. Just shotguns with rubber armor and land at night. A light pistol for any useless or dangerous enemy like b-boys, and then just let them reaction shot while they use their superior nightvision and camo. trains bravery on longer missions as well, when you don't kill anyone, but that is pretty random.

We do have AP armor for shotguns on board, and a gal might be equiped with that. But I think I changed that for the hunting mission.


I think you need weirdgals for the outfits, and you can use wands just fine without training. Just give them to gals with good voodoo skill. They probably won't be able to make the most out of them, but they do work and it is usually enough. I hardly ever use anything but the wand of airlesness though.

You know you can safe loadouts and automatically equip them then?
Title: Re: X-piratez succession game
Post by: Iduno on October 07, 2019, 11:36:15 am
dangerous enemy like b-boys
Title: Re: X-piratez succession game
Post by: Rince Wind on October 07, 2019, 11:59:00 am
Ok, that was unclear. Those are not dangerous, but not worth taking alive either. Dangerous are people with a shotgun, an igun or something similar.
Title: Re: X-piratez succession game
Post by: Robsoie on October 07, 2019, 12:53:32 pm
Well played that's another great month !
Title: Re: X-piratez succession game
Post by: Darkening Kaos on October 07, 2019, 11:13:16 pm
     @Rince Wind: I think you might have uploaded the wrong save file, it comes up as March, instead of September.

     False alarm: I accidentally put the save file in the wrong sub-directory.  Carry on …
Title: Re: X-piratez succession game
Post by: Rince Wind on October 09, 2019, 10:15:24 am
     @Rince Wind: I think you might have uploaded the wrong save file, it comes up as March, instead of September.

     False alarm: I accidentally put the save file in the wrong sub-directory.  Carry on …

So you are doing a turn now? Since the OP is not updated with the turn order anymore it is all a bit confusing. :D
Title: Re: X-piratez succession game
Post by: Iduno on October 09, 2019, 11:09:47 am
     @Rince Wind: I think you might have uploaded the wrong save file, it comes up as March, instead of September.

     False alarm: I accidentally put the save file in the wrong sub-directory.  Carry on …

So you are doing a turn now? Since the OP is not updated with the turn order anymore it is all a bit confusing. :D

I hope so, it's weird being the only one whose name doesn't start with R. There are what, 3 of you playing whose names start with R?


Ok, that was unclear. Those are not dangerous, but not worth taking alive either. Dangerous are people with a shotgun, an igun or something similar.

Spoiler (click to show/hide)
Title: Re: X-piratez succession game
Post by: Rince Wind on October 09, 2019, 11:51:06 am
If you use Lokks with a coat, then yes, shotguns are dangerous.
Title: Re: X-piratez succession game
Post by: Darkening Kaos on October 09, 2019, 10:06:06 pm
     @Rince Wind: I think you might have uploaded the wrong save file, it comes up as March, instead of September.

     False alarm: I accidentally put the save file in the wrong sub-directory.  Carry on …
So you are doing a turn now? Since the OP is not updated with the turn order anymore it is all a bit confusing. :D
I hope so, it's weird being the only one whose name doesn't start with R. There are what, 3 of you playing whose names start with R?

     Oh, nope.  I thought it was requirement of only R-named people taking turns.... I was just checking out progress, I am actually trying to get ahead in X-Com Files - you know, three steps forward, two back, then another sideways..

 
Title: Re: X-piratez succession game
Post by: Rince Wind on October 10, 2019, 07:05:13 am
Sooo it is Iduno then?
Title: Re: X-piratez succession game
Post by: Iduno on October 10, 2019, 09:37:12 am
Sooo it is RIduno then?

I can take another turn when I get home, unless someone else signs up before then. It is now. Today's game brought to you by Franzia. Quantity over quality. Also, some extra-dodgy bar-be-que I had at lunch today.

I started by touring our bases because I don't remember what was going on to update a few things.
Spoiler (click to show/hide)

I also found a good place in Australia to build a base. Would we prefer it here, or save 200k by building it in Antarctica, which is also a more inhabitable continent?
Spoiler (click to show/hide)

Do we want a power station built at the Queen Teuta base? We can afford to replace one of the barracks, and there's one that's not placed in a great...place for defense. Or anything (maybe a workshop) to fill in the last space at Ching Shih?

I've renamed out Predator. May it serve us fine for several years, before shooting itself with star god plasma weapons while nobody is looking.
Spoiler (click to show/hide)

I've also found us a new looting opportunity (https://i.postimg.cc/wjsw-8JBd/screen492.png), and it gives bounty tokens. Load up the Deliveroo, and strap on some chainmail. We also will have a new power station at Queen Teuta in 14 days and another extractor at Ching Shih at the end of the month. It's cheaper than a workshop, and we won't have the living space until we learn to build better barracks.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 10, 2019, 05:07:58 pm
If we build the Australia Base in New Zealand we won't be able to cover Australia proper unless we compromise somewhere else. Not that we really need to play an optimal game, but that would mostly cover water.

I don't care about 200k, but Antarctica and the Arctic are good interceptor spots, because then you can get everywhere in a reasonable amount of time.


Ha, I always forget training.


What would we want the power station in Queen Teuta for? That is more important for a production base. Don't we need ship engines for it anyway, which are in short supply at the moment?
Title: Re: X-piratez succession game
Post by: Rolan7 on October 10, 2019, 06:24:06 pm
It's 3 normal ship engines yeah, and it doesn't unlock local production of energy weapon ammo, but it's also a sizeable chunk of income from selling excess power.

Eh let's see...  100k/month for a plantation, 220k/month for a power station.  Ship engines are bought for a reasonably upcharged 1250k, but in excess (not our situation) are worth 200k.  I think a bit more if you bother to disassemble them for hellerium and grab the superconductors, but I haven't done that math to factor in runt hours which are of fluctuating value.

25k per tile, versus 220k per tile, but you pay about 600k opportunity cost upfront compared to the 175k of a 4-tile plantation.  Power stations are clearly the better deal - but only if we have an excess of ship engines.  Which obviously isn't the case, and not just because I'm bad at interceptions.  They'll probably be fairly dear for some time.
Title: Re: X-piratez succession game
Post by: Iduno on October 10, 2019, 06:33:46 pm
It's 3 normal ship engines yeah, and it doesn't unlock local production of energy weapon ammo, but it's also a sizeable chunk of income from selling excess power.

Eh let's see...  100k/month for a plantation, 220k/month for a power station.  Ship engines are bought for a reasonably upcharged 1250k, but in excess (not our situation) are worth 200k.  I think a bit more if you bother to disassemble them for hellerium and grab the superconductors, but I haven't done that math to factor in runt hours which are of fluctuating value.

25k per tile, versus 220k per tile, but you pay about 600k opportunity cost upfront compared to the 175k of a 4-tile plantation.  Power stations are clearly the better deal - but only if we have an excess of ship engines.  Which obviously isn't the case, and not just because I'm bad at interceptions.  They'll probably be fairly dear for some time.

Actually 2 engines. We had one, and I bought a second one. Interceptions are much less likely to get you engines than capturing landed ships. We need more radar coverage, and maybe a blimp base. We can't afford anything like that yet, but the extra 2 plantations and power station should help with that (480k/month?). We can also build a casino eventually, but we need space and a lot of money for that.
Title: Re: X-piratez succession game
Post by: Rolan7 on October 10, 2019, 06:36:47 pm
Oh weird, yeah it's two.

I also forgot the 700k cash cost on top of the ships, which completely changes the math.  It's still better long term, of course, but not so cut and dry.

I've been pretty lucky with ships surviving my interceptions, but disabling the missile launchers helps with that.  Mostly getting small fry with semi-useless small engines though.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 11, 2019, 03:09:08 am
Small engines never explode anyway.
Title: Re: X-piratez succession game
Post by: Iduno on October 11, 2019, 11:09:44 am
Small engines never explode anyway.

Huh. I think Megapol might be a decent source of early-game engines. I think they land? Unlike ambulances.

If we build the Australia Base in New Zealand we won't be able to cover Australia proper unless we compromise somewhere else.

What would we want the power station in Queen Teuta for? That is more important for a production base. Don't we need ship engines for it anyway, which are in short supply at the moment?

I was mostly joking by suggesting Austria and New Zealand are the same place.

Queen Teuta is kind of a weird hybrid research/production/interceptor base. Also, it's got good income for being a normal-sized building.

Look upon my works and tremble!

Jack sent us to some terrible tunnels to hunt down some low-level bandits who live in the walls of these tunnels. I assume nobody else is doing it because they got tired of getting shot in the back after "clearing" and area. We don't mind getting shot because we have decent armor.

Spoiler (click to show/hide)

Research:
Spoiler (click to show/hide)

Warehouse Wars
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Losing those stats is a pain, but also Stardust needs that bravery, and more importantly another point of VooDoo power. She'll get signed up for our Weirdgal project when she's healthy again (possibly after gladitorial training to re-gain the stats).

Let's finish off the academy gals we shot down earlier, and show Mom we're not afraid. (Also, update the uniform "Chainmail Train Stats" to include an extra fan for Tac Armor, in case of heat).
Spoiler (click to show/hide)

Comms Tower!
Spoiler (click to show/hide)

Lokk'Naar Farm? !!Fun!! Make sure to send Robsoie on this one.
Spoiler (click to show/hide)

Research!
Spoiler (click to show/hide)

Wizards.
Spoiler (click to show/hide)

On the research front: For school graduation, we're working on medical examination, then we just need exosuits (from heavy machinery training, from human powered armor) to get school graduation, which will really open things up. There *is* a base we could assault to get powered armor, but we don't have so many gals that having 10 wounded would be great. Maybe towards the end of the month.

We shoot down a reticulan trade ship. They aren't our allies, are they? Whatever, we'll interrogate them about that back at the base, too. Also, due to recent injuries (about half from shakeups and gladiator training), we need to bring some Lokk'Naars on this trip. We need to start a recruitment drive. [Hopefully more Lunatics.]
Spoiler (click to show/hide)

Research, and we shoot down 2 more ships. It's been a busy week.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

I wish we could nest spoilers. I think some of those mission posts got long.

I am also feeling the need for a production base (especially when we want more interceptors), and probably a money base (bunch of weed plantations). We did add onto the Mary Read Docks with plantations, so at least we'll make back part of the money needed to finish that base. We can have 4 hangars and a spa there. That'll end up needing to be our first choice for cryo prison, because interceptor bases will probably also bring back some hostages (unless we don't fly transports out of there?).
Title: Re: X-piratez succession game
Post by: Robsoie on October 11, 2019, 12:39:23 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
Title: Re: X-piratez succession game
Post by: Iduno 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 (https://www.ufopaedia.org/index.php/Marsec_Bodyguard_(Piratez)) 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.
Title: Re: X-piratez succession game
Post by: Iduno 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.
Title: Re: X-piratez succession game
Post by: Rince Wind 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.
Title: Re: X-piratez succession game
Post by: Iduno 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. (http://dffd.bay12games.com/download.php?id=14561&f=succession+game.rar)

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.
Title: Re: X-piratez succession game
Post by: Rince Wind 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.
Title: Re: X-piratez succession game
Post by: Iduno 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.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 13, 2019, 01:42:35 pm
So Rolan7 ist next I think.
Title: Re: X-piratez succession game
Post by: Rolan7 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.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 13, 2019, 02:03:24 pm
You have a week, all in all, so it should be fine. :)
Title: Re: X-piratez succession game
Post by: Robsoie 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 ?

Title: Re: X-piratez succession game
Post by: Rince Wind 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.
Title: Re: X-piratez succession game
Post by: Robsoie 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.
Title: Re: X-piratez succession game
Post by: Iduno 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.
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Quick research:
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Humanist Arsenal? Sure, they've got: a) it coming and b) not much for weapons.
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We've been doing well, so the Lokks need our help. We'll do anything for our apples. Allies. I said allies.
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More research, as we've been doing a lot of that.
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Another Academy ship crashed "for some reason."
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Research!
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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.
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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.
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Another ratling roundup? Don't mind if I do.
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A guild hopper got shot down this time.
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Research.
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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.
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Research! Then we shoot down a ship.
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We go after those reticulans.
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Another mission?
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First, reaserch.
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Finally, the ghouls.
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Research?
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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?
Title: Re: X-piratez succession game
Post by: Robsoie 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.
Title: Re: X-piratez succession game
Post by: Iduno 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).
Title: Re: X-piratez succession game
Post by: Iduno on October 18, 2019, 09:11:16 am
I can't even imagine what the condemnation system would do to our save. Did you know that getting shot a lot gives you condemnations that lower your stats (bullet magnet, patient)?

Also, there are new buildings we probably want so we can get the expected amount of freshness regen, and we don't have space.
Title: Re: X-piratez succession game
Post by: Rince Wind on October 18, 2019, 10:09:24 am
One reason why the only 2x2 buildings in my main base are hangars. :P
But we should be able to dismantle a barracks or two. Or maybe the large one, if we manage to get luxury ones. Though those require school graduation, iirc.
Title: Re: X-piratez succession game
Post by: Iduno on October 18, 2019, 11:09:13 am
One reason why the only 2x2 buildings in my main base are hangars. :P
But we should be able to dismantle a barracks or two. Or maybe the large one, if we manage to get luxury ones. Though those require school graduation, iirc.

The current problem is we need all of the buildings we currently have, until we can upgrade. We've already upgraded the storage, and gotten rid of extras.

Although it will be less of a concern in a month or so when we can afford to have more specialty bases, and just have Queen Teuta as a research/jack-of-all-trades secondary base. Mary Reed should help a lot once that's up and going (and with 5 brainers from the mess, surgery, library to build the surgery, and...med bay? it can handle its own hostages well enough).
Title: Re: X-piratez succession game
Post by: E. Albright on October 18, 2019, 12:14:51 pm
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.

Honestly, Looter does fine for Organ Grinder. As long as you don't get in close to hounds (or ghouls with wrenches) you're pretty much getting nothing but chem damage (which Looter mostly laughs off) and ambient choking (which Looter totally laughs off). Something like Heavy with a Chem Coat does roughly as well while also obviously being stronger.

As long as you're well prepared, ghoul towns are ~300-500 free points* plus a massive pile of Alliance tokens and random swag.

*Killing ghouls in Organ Grinder is very rewarding points-wise - unless you need research or are completely strapped for cash, there's no good reason not to kill them.
Title: Re: X-piratez succession game
Post by: Iduno on October 18, 2019, 03:06:30 pm
Honestly, Looter does fine for Organ Grinder. As long as you don't get in close to hounds (or ghouls with wrenches) you're pretty much getting nothing but chem damage (which Looter mostly laughs off) and ambient choking (which Looter totally laughs off). Something like Heavy with a Chem Coat does roughly as well while also obviously being stronger.

As long as you're well prepared, ghoul towns are ~300-500 free points* plus a massive pile of Alliance tokens and random swag.

*Killing ghouls in Organ Grinder is very rewarding points-wise - unless you need research or are completely strapped for cash, there's no good reason not to kill them.

Hounds like to show up around a corner and attack you with their massive pile of TU. Our situation involved both needing the research and the money (we've been quite cash-poor at the start of months, which is why I want Casino).

Looter, space suit, and smoke are all fine for chem resist. Only that one dog and the guy with the flame thrower really managed to do anything to us other than waste TUs.  I guess flying armor and chem-resist items would work here, if we can cobble together enough chem-resist items.
Title: Re: X-piratez succession game
Post by: E. Albright on October 18, 2019, 03:57:38 pm
Re: corner-hounds, I've found that's the sort of place where taking your time is good. Pop out, shoot any ghouls in sight, shoot nearby pipes, hide and let the things advance. Take 2-5 early turns moving very slowly in wide-open spaces and waiting for things to flush themselves out. It's not foolproof - dogs will sometimes pop up - but as long as you're not racing against your lungs collapsing, you can be moderately leisurely with clearing those levels. The environment is the biggest threat so once it's neutralized slow-walking your ghoul hunt should be safe and profitable.

Unless RNGsus hates you, of course.
Title: Re: X-piratez succession game
Post by: Iduno on October 24, 2019, 08:35:27 am
So, how's it going?
Title: Re: X-piratez succession game
Post by: Rolan7 on October 25, 2019, 01:53:06 pm
Aw dang, I'm up aren't I?  I got confused and thought you were still going.  Sorry.
Um, I can play tonight and finish tomorrow probably.
Title: Re: X-piratez succession game
Post by: Iduno on October 25, 2019, 02:25:10 pm
Aw dang, I'm up aren't I?  I got confused and thought you were still going.  Sorry.
Um, I can play tonight and finish tomorrow probably.

No problem. There's only 3 of us playing (I think), and it buys me more time to play other games.
Title: Re: X-piratez succession game
Post by: Rolan7 on October 25, 2019, 06:50:32 pm
This time we definitely haven't updated to...
K1?  Huh, I was ignoring the J, I guess this does count as a major version.

I'm pretty sure we haven't updated up, particularly considering how long ago the last save upload was.
And I am more than capable of scripting a replacement for the mana values.  when I'm sober.

Just checking, this is j17 yes?
Title: Re: X-piratez succession game
Post by: Iduno on October 26, 2019, 08:57:03 am
Just checking, this is j17 yes?

Yep.


when I'm sober.

Whoa, hey now. There's no reason to get crazy now. How can you play Piratez sober?
Title: Re: X-piratez succession game
Post by: Rolan7 on November 01, 2019, 09:33:37 pm
Yeah, not sure what I was thinking there :P

But I haven't made any progress and won't be able to this weekend, so I've got to skip.  Sorry (I can blame Halloween partly but also just RL stuff).  Mainly sorry I didn't hand over the turn sooner.
Title: Re: X-piratez succession game
Post by: Iduno on November 07, 2019, 09:17:39 am
Robsoie? Euchrejack? Random audience member who wants to...*checks notes* build a casino and fly around in hover suits?
Title: Re: X-piratez succession game
Post by: Robsoie on November 08, 2019, 09:43:31 am
I must decline unfortunately.
Title: Re: X-piratez succession game
Post by: EuchreJack on December 30, 2019, 10:19:59 am
I must decline unfortunately.
Ditto, although at least mildly tempted.