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"Recruiting" more hybrids.

>OXCE?
OpenXcom is a free open-source game engine for the original 1994 X-Com: UFO Defense (aka UFO: Enemy Unknown) and 1996 X-Com: Terror from the Deep games.
OXCE extends OXC modding capabilities and is home to megamods like X-Piratez, X-Com Files, 40k ROSIGMA and more.

>Game
https://www.gog.com/en/game/xcom_ufo_defense
https://openxcom.org/downloads-milestones/

>Mods
https://mod.io/g/openxcom
https://www.moddb.com/mods/x-piratez/downloads (XPZ)
https://mod.io/g/openxcom/m/the-x-com-files (XCF)

>Resources
https://openxcom.org/forum/
https://www.ufopaedia.org/
https://xpedia.netlify.app/ (XPZ)
https://xcf.trigramreactor.net/master (XCF)
https://www.ufopaedia.org/Hidden_Features_(OpenXcom)
https://www.ufopaedia.org/Ruleset_Reference_Nightly_(OpenXcom)

Previous thread: >>2293303
+Showing all 281 replies.
>>
where update
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Any recent mods I should know about?
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>>2317952
https://www.youtube.com/watch?v=FqPZNGsIqvA
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>>2317887
is it possible to erase the ayyy genes if only female hybrids get impregnated, but the male hybrids are always castrated at birth? Asking for a friend.
>>
>black lotus something shrine something mission
>spot a literal flying naked woman with a force field
can she surrender? like i feel like i should capture her alive because i've never seen this enemy before, so it must be important. i'd stun her but she's literally flying 2 levels up so can't club her
>>
pic related as a real turn based(time based?) game
i guess something like valkyrie chronicles but with ayys
yay/nay?
>>
>>2318336
>the Avatar
No, she doesn't surrender. Do not be afraid to shoot her, though, she won't bleed out and it's unlikely you can kill her outright.
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>>2318500
did 2 missions with her, failed to catch her in both
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>>2318606
wait until she lands and beat her with electric prods
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>>2318660
fuck this gay shit, stun her with a rocket and glue her back together on the ground
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>>2317896
never
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>>2318707
risky, but i respect it
i'd say risking a few agents lives is worth it to capture the literal final nail in the black lotus coffin, so i prefer the method that leaves no room for killing her
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>>2318660
yeah i waited until my dudes ran out of sanity, so
dunno, maybe i'll just do these missions until i'm lucky or something
definitely the least likeable part of xcf so far
>>
First time playing XPZ. Is it normal for ethereal battleships to be spawning constantly mid year 2?
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>>2318900
Yeah that happens sometimes
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>>2318900
Yeah. One of the alien missions is 'crackdown,' which will spawn a number of heavy ships to fly around a region looking for hideouts. They will then attack any hideout they find in sequence. Multiple factions may deploy it but the list is short, so if you're mildly unlucky you'll get star gods.
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>>2318885
there are other options than the electric prod, that's just the method i can guarantee will work.
if she's flying i think the best bet might be the grenade launcher with blunt grenades in them
alternatively you can try shooting her like >>2318707 says but you'd run the risk she dies outright
black lotus avatar is definitely the most annoying catch of the 4 cult leaders because of her flight
>>
>>2317963
intredasting. love faction systems
>>
>early-mid game is full of divergent tech paths, assembling your faction out of the modules of class, codex, and recruitment, with tons of shit to do and different teams with divergent doctrines handling specialist tasks
>lategame is 28 gals in annies with blasters, plasma and vibro-axes, plus two hovertanks
>none of the plots actually go anywhere, you just get gear that's inferior to what you can mass produce except for edge cases
>endgame combat complexity and difficulty drops to the floor and starts digging, but the missions get bigger and more tedious

piratez was such a fucking disappointment
>>
>>2319280
XCF is the same. Surprisingly, Rosigma midgame is more or less the same as the endgame.
>>
>>2319280
I've yet to play an XCOM game with satisfying endgame, it is what it is.
>>
>>2319346
Don’t you remember storming Cydonia with your avenger full of badasses back in the day?
>>
>>2319370
I remember them being gals in annihilator armor with full plasma loadouts and a couple of hovertanks or converted sectopods
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>>2319370
it appears you are speaking to a 100% clueless zoomie
>>
are the chinese dragon rockets in red codex a meme? I kind of want to try red codex just for those rockets.
>>
>>2319588
Compared to the best sniper in the game? Yes.
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>>2319588
Do you want to spend a million dollaroos to finish a mission little earlier?
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>>2319626
>best sniper in the game
but the blaster launcher is codex-agnostic
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>>2319631
Getting no corpses or loot in the process?
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>>2319724
did you expect anything else when firing a literal nuke?
>>
How do you Sororitas correctly in ROSIGMA? Call me a brainlet but I just quite get it.
>>
Some xpiratez fanart
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>>2319810
ROSIGMA is a horribly unbalanced meme mod. Not even in the fun way.
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>>2319815
Nice!
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>>2319634
Destroys too much lewtz.
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>>2319280
I think it is a mistake for any xcom game/mod to give the player access to the literal same end game weapons as the enemy. Because the engine has nowhere left to go to increase difficulty at that point, the only way to go is 'bigger', which, as many anons here who have played huge maps with tons of enemies, is not what the xcom engine is built for and is more tedious than fun.

tl;dr: to possibly make it fun for yourself again, try throwing away all endgame weapons (though that won't make the slog any better)
>>
>>2319882
What makes you say that? I've heard quite a few people praising it for being fun and balanced.
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>>2319999
I think it's a mistake to extend the game past that point. The original UFO Defense understood this well: ultimate armor, ultimate tanks, and the technology required for the Cydonia mission are all tied together, and you will likely have access to Cydonia before you max out all your psi-troopers and make flying suits for everyone.

In something like piratez or xcf, however, you'll be doing dozens, and if you're unlucky, hundreds of missions with the same kit and crew before the game allows it to end.

I did try runs without certain key endgame technologies, but in piratez specifically this is a path to tedium and frustration: endgame enemies are extremely well armored and shielded, throw explosives that level whole sections of the map and wield weapons that easily one-shot soldiers wearing lighter than ultimate armor. Many missions thus devolve into managing the spotted tag and slinging massed explosives from multiple layers of cover half the map away, which is a safe, tedious, and largely predictable tactic that drags already long missions past the point of nausea.
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>>2320190
Agree with this - why I only mentioned dropping endgame weapons is because endgame armors, on the other hand, are absolutely essential. One part of xpiratez endgame feeling stale is that because all enemies basically start getting blasters and one shot laser/plasma cannons, and basically every soldier has sniper/spotter 3, max ThV etc, is that all of these things, mainly intended to scale for difficulty, basically restricts your possible tactical options to just what you said. Sniping with your own fuckoff blaster bombs or plasmas.
Gone are the times you can park 1 supremely armored gal and take 1 turn's worth of bullets from the entire enemy force with only minor damage. No longer can you sneak lightly/unarmored catgirls to knife fighting range and then retreat unscathed. Heck, even the damage types you can use are generally restricted by the type of shields you're expecting to see - red and you drop all lasers, blue and you drop all bullets.
Even one of the more fun tacticool things I enjoy with piratez early/mid game, that is, going room to room in small houses, is basically made at least nearly impossible because of more and more common psychic enemies and every mook having a grenade or launcher that can level the whole thing three times over with a single shot.

All of this combines to an engame paradox where you technically have access to a huge list of toys, but missions where you only have 1 or 2 ways to do them or fail spectacularly.
>>
>>2319999
>>2320190
I think mods should have a "get me the fuck out of this playthrough"-tier of tech to cut off endgame grind. UFO: EU actually already does (blaster launcher, psi after a couple months, avenger)
>>
>>2320249
I don't think mods should have an 'endgame grind' at all. Doing the same handful of missions you've already done a million times adds nothing to the game, especially when you're forced to adopt the least engaging tactics and weapons.
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>>2320259
Yeah that's why there should be an op last tier in the tech tree, to make sure you have the tools to wrap it up. For comparison in the original game you have:
>Blaster Launcher
Guided nukes that can turn normal ground maps into parking lots in a single turn and delete everything on a direct hit
>Psionics
Basically a doomsday clock for the aliens starting from getting a psionic captive, sorts out even easy commander capture if you can't get it done otherwise
>Avengers
Doing a ground mission? Bring an entire army
Snakeman terror ship? No thanks
Ethereal battleship on a retaliation mission? No thanks
Turret? No thanks

Mods can drag on for too long in the end because the player doesn't have the tech, the materials or a problem not present in the original, super elite troops to wrap it up. For example something like Rosigma could use "get me the fuck out of here" research at the end, like some bullshit archeotech gear and being able to just buy high tier soldiers and armors from the shop with imperial requisiton dollars.
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>>2320249
None of the big mods are actually made with a campaign in mind. They are simply not designed with the intent of you playing from start to finish.
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>>2320282
>they are simply not designed
That much I definitely agree with.
>>
>>2318140
Just abort the female babies, that's what india and china is doing in reverse.
>>
do people buy land surveys? is it profitable to buy like 50 of them and sell what comes out?
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>>2320353
No, they're mostly there so you can gamble for a research item you've missed.
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>>2320378
I fucking LOVE gambling
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Selling laser rifles in Xcom really made me wish there would be a game similar to it with more focus on trading and how it affects other factions. Like having dynamic markets where equipment prices can change or selling advanced weapons to a faction and seeing their soldiers start using them.
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>>2320378
there's no escaping the gacha hell
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>>2320408
This exact mechanic exists in XCOM apocalypse.
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>>2320416
Really? Apocalypse seems cool but the alien designs are ass and i heard it wasn't received that well.
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>>2320420
Yeah. Buying all the shit off the market saw prices increase. Flooding the market by selling all the alien crap saw their prices fall. I don't think it influenced what other organizations had access to though, I think that was purely tied to the passage of time. Apoc is worth a look at for its attempt at real time combat, and what it could have been if it were a Judge Dredd game.
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>>2320420
Visually it's ass, but it's a good game. It's also the source of a lot of the lore you see floating around in the megamods.
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>>2320309
No. I will fuck the female ayyy lmaos, and their existence will decrease the global pussy price. What India and China did was beyond retarded.
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>>2320408
OXCE but you actually want to build storage space because prices can fluctuate, especially with alien tech etc
>some city gets terrored
>price of specialist medpacks rises
>produce some quickly before demand is gone
would be a pretty cool gimmick imo
>>
Why are there weird women with huge uncovered tits in underground zombie cities?..
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>>2320458
because it's fucking cool
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>>2320458
They exist to be used as cows. Go milk them.

Seriously though, those strix zombies must be captured alive and shoved in a "zombie juice farm" of sorts. Dio, you stupid kurwa, where is my zombie dairy industry!?
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>>2320482
in the green codex pierdoło
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>>2320484
Not the BODY FARM you kurwa! It demands a green book - I want to ALWAYS have the strix cows! ALWAYS!
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>>2320488
then pay me, kurwa
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>>2320459
Big tits were a surprise to be sure, but a welcome one. As was naked floating asian lady in Black Lotus cult. I hope there are naked/half-naked babes in other factions too.
>>2320482
...I see. I'm not sure why I would want to milk zombie women, but I'll do it for science.
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>>2320500
different mod
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>>2320500
>I hope there are naked/half-naked babes in other factions too.
There aren't
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https://openxcom.org/2026/01/whats-the-deal-with-openxcom-extended/
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>>2320543
i mean, wasn't the existence of two forks a way to separate X-com with vanilla features / X-com with new features?
I would have expected development on oxc to have been over a long time ago
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>>2320543
Took them a while. I guess this means OXCE is becoming stale and it's time to move to Brutal-OXCE.
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>>2320557
At first, yeah, but that hasn't been true for years now. Nor was there much reason to stick to OCX.
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>>2320504
Well, I dared to hope.
>>2320538
Well, that's just disappointing.
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>>2320604
Daijobu, you have x-piratez
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>>2320160
It's a kitchen sink with zero thoughts given to feasibility. If something works it's by accident. 95% of the ROSIGMA posts are are posters asking how to proceed or complaining about how dumb it is, and the other 5% is someone figuring out a cope way to play the game and spreading the word. Which is nice, but the first step to playing ROSIGMA is recognizing that there is no plan here.
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>>2320617
I am the 5%. That's what makes it fun.
It doesn't need to be balanced as far as difficulty is concerned, but I get that it has a lot of design inconsistency. It doesn't bother me that much, everything I play is jank to some degree and I play games long enough to find jank even in the most polished AAA slop.
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>>2320617
Rosigma has three main problems
>tech tree not tall enough, lategame feels like you need something more
>endgame armors bottlenecked by tokens, promotions, sometimes some extra limited thing
>equipment pile not even remotely secured for how easily it will get blown the fuck up
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>>2320408
Starsector kinda has this. Item prices vary wildly depending on supply and demand so you can do shit like attacking trade routes to jack up the demand. But more importantly, if you sell blueprints in black markets, what they make will start showing up in pirate equipment. You can ruin everything by selling some really nice blueprints to pirates, waiting a few months, and watching the pirates go from low quality crap ships to the best ships in the game.
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>>2320754
There are plenty of games with dynamic pricing and market manipulation.
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>>2320636
>endgame armors bottlenecked by tokens, promotions, sometimes some extra limited thing
And they do nuthin lmao
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>>2320811
Hey, your dudes might even survive one extra melee hit (from an enemy that can run across the screen and attack a dozen times per turn)
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>>2320811
They do something, but by the time you get them the enemies are rolling in Cataphract/Saturnine armors, so you're still fucked.

>>2320841
If only they really did melee. The fuckers have a ranged attack with a 100% hit rate from the other side of the map that ignores armor and makes your unit completely useless for the next couple of turns. And it's AOE, so it can perfectly disable the entire squad.
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>every time someone mentions ROSUGMA in this thread
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What exactly would you consider savescumming as far as xpiratez gameplay is concerned?
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>>2321629
Loading every time one of your units is hit. But still, play however you want, nobody's judging.
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>>2321629
The classic definition, which is turning the relevant option on, and then repeating the same action until the desired result is produced.

Don't do that, it's tedious and sucks life out of the game. Otherwise, do what you want; personally I save at the start of each mission so that I can repeat it if something goes IT'S XCOM BABY and one-shots the run by putting half my troops in traction for a year and the other half directly into Yarrhalla. Otherwise I accept the outcomes and save on exit.
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>>2321629
Reloading at any point for any reason.
The only exception is bug reporting.
But that's just me.
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>>2321629
Reloading a save when something goes wrong.
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>>2321629
F5/F9
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>>2319815
here is the complete version
https://files.catbox.moe/s8nx3v.png
this is what peak performance looks like
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>>2321847
>https://files.catbox.moe/s8nx3v.png
Nice!!
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>>2321847
Nice, it looks much better with the background and highlights for contrast.

The original is way too big to be posted anywhere though, have a two-in-one.
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>>2318336
Been a while since I did XCF, but IIRC I used a couple tazer blasts, and a light minigun spray. Its actually really effective if you figure how the math works.

a few tazers will do (hopefully) around 80 stun damage maybe, while the gun will drop their health rapidly. But once they hit the point where they have more stun than hp, they pass out and likely won't get hit more. This is even easier since bullets deal a small amount of stun, so its almost fool proof.

its important to remember you never need a unit PRESTINE, you need them not dead. I've captured red dawn people with incendiary grenades, same concept.
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>>2321946
The napalm bomb takedown is the most silent way to capture aliens
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Can i do joint research with multiple bases on the same topic?
I need to get jetpacks before assaulting cryssalids base.
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>>2322103
Nope
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>>2322104
That's regretable, internet was a thing back in 1994.
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>>2322234
In the base game you will never need more than two laboratories total, so they didn't bother coding the option.
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>>2322234
it was, but sharing or even digitizing large amounts of researh data would have been cumbersome. Streaming vidoe or audio for real time communication would have been right out.
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>>2322234
I always assumed it was due to security risks since you don’t know how far the ayys have infiltrated communications
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>>2322234
>internet
>1994
el oh el

Not enough bandwidth. Sneakernet was still much faster for transferring data.
The nominal connection method available to xcom bases in any region would have a phone line. So, analog 56k modem is the best you can realistically expect. But let's say they were fancier than that and their local telco always had equipment to support ISDN. And so you get two-line fully digital ISDN for whopping 128 kb/s. That's 16 kB/s. To put that to perspective: that's over four minutes to download a single image off today's 4chan. You could, at best, have transferred 450 MB of data over the course of a full business day (lol), assuming no packet loss (lmao). At which point you're much better off mailing a 650 MB CD. Or a hard disk. And bear in mind that this example is already assuming unrealistically fast connection. Bases in many regions of the world would have been stuck with a spotty 56k connection doing less than half of that. With these facts in mind, it's easy to see how daily xcom research sync and collaboration would be a pipe dream without alien tech.

I guess today's kids don't understand that internet used to be MUCH slower than local data transfer. 100BASE-TX ethernet was already a thing back then and it's still used today.
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>>2322354
Surely X-Com, being a top secret govt organization, had access to better tech to send data. NASA was doing insane stuff at literally astronomical distances long before 1994.
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>>2322367
Wow, you really don't get it. internet was slow.
They are stuck with the local telco infrastructure and global internet backbone infrastructure. At best a base in a developed country could buy out a telco, kick all other customers out and hog a whole ISDN primary interface for about 1.5-2 Mbit/s bandwidth, but at that point they might get bottlenecked by global internet routing between bases. There literally wasn't anything better with reasonable global availability. Even ADSL was still on the drawing board, and it was consumer-oriented crap with horrible upload bandwidth. Internet backbone was slow because nobody needed ludicrous amounts of bandwidth and the total number of users was low.

Yeah nasa was doing insane stuff with even less bandwidth. The communication to voyager probes is measured in bits per second.
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>>2322354
>So, analog 56k modem is the best you can realistically expect.
If you want to stick to small-scale widely commercially available, then bonded ISDN could comfortably get you to 128k in the 90s, without getting into Serious Institutional Grade Internet also available at the time, which would be T1 or T3 hookups, which is where you start getting into connections capable of handling Mb/s
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>>2322523
I can only recall a handful of institutions operating a T1 back in the day. Those were holy grail connections and not very widespread at all.
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Whatever happened to Dio pushing the lamia update in New Years or thereabouts?
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>>2322895
A snekfag spoke to him once and it was awful.
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>>2322523
I already covered all that, read >>2322376

T-carrier was a north american thing and never used anywhere else afaik. Everyone else used the much better E-carrier which was later made into a global ITU-T standard.
When I mentioned ISDN's primary interface having 1-5-2 Mb bandwidth, the 1.5 figure was for america. (Same as T1.) Everyone else had 2 Mb B-ISDN.
>>
>POV
>progression critical mission just appeared
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>>2322978
Time to buy 20 peasants. Glory to the first rookie to die.
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>>2322354
I appreciate the effort explanation. To be clear >>2322367 wasn't me.
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thank you dio
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>>2317887
>gnomes count as hero units
I was wondering why I wasn't getting any more of them after I converted a few to brainers

Is there any chance of getting more of them eventually, or have I cucked myself out of a gnome squad?
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>>2323922
Sure. Lots of opportunities to get a gnome nowadays. You'll get more eventually.
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>>2323918
Your gold/alenium stockpile bro?
>>
I'm getting a little itchy waiting for a new patch.
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>>2323944
5 gold, no idea what alinum is, i pwnd off most of my engines, prisoners and chips
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>>2323922
You'll get more, but the best way to do a gno mercy run is to start in Germany and reject the codex.
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>>2323944
Isn't alenium extremely useful and rare?
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>>2324000
By the time you get it you can obtain it in unlimited supply as long you have cash.
But also by the time you can get alenium monthly maintenance should never be a problem again.
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>>2324000
It's neither. Its primary use is protecting your funds from lolsorandomxd events that deduct them if you have too much money or do too well for Dio's liking.
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>>2324007
>>2324024
Damn, I must've gotten it confused for Alenium in XCF, which is extremely limited (you get 3 a run, no more, no less) and extremely valuable (powers AI units like drones and tanks)
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>>2324024
I mean it does make sense in a piratey way to not trust digital fiat
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>>2324024
>protecting your funds from lolsorandomxd events that deduct them if you have too much money or do too well for Dio's liking.
Isn't there a hidden check which verifies whether you have more than $5 million in cash, and triggers a "steal funds" event if positive?
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>>2324178
I don't remember the thresholds but there are multiple such events for different levels of dolaros. Don't keep large amounts of cash if you can't afford to lose it.
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>>2324216
according to the bootypedia the lowest threshold for it is 4 million (one more than I originally thought)
https://xpedia.netlify.app/##STR_TERROR_HACK_1
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>>2324216
There's also one for 'abnormal' infamy gain... that will trigger on any month with a couple of high-paying missions like mansion assault or alien base if you do well in them.
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jfc, is there a way to capture a technomancer that is not a massive pain in the ass?

Sorry purists, i've savescummed. Even when it passed out it kept getting up until it ended dead
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>>2325183
Capturing it alive is a trap it's better off dead.
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>>2325183
Whips and manacles work well enough to make sure she's the last enemy remaining in the lair mission, without putting your soldiers in too much danger. In the PRISS mission, just blow her the fuck up.
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>>2325189
it figures. I was doing crypt of the technomancer, i knew i wanted necronomicon and the database, but i figured i would take the chnace at a capture just to be sure

>>2325204
once is enough, any i find from now on will just get blown or hacked to pieces
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>>2317887
Redpill me on damsels, how can I best utilize them in a gals are superior run?
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>>2325908
Big stats, big voodoo, simple as. Just give them a magnum and a magma glove until you get better voodoo weapons, and try to rush the outfit before it becomes obsolete.
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>>2318993
>i think the best bet might be the grenade launcher with blunt grenades in them
this. grenade launcher is op in xcom files. gas grenades even more so
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Making megamods is hard
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>>2326391
Stop making megamods.
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>>2326391
What seems to be the problem?
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>>2319810
Depends on which Strategy of Sisters you're playing. Dominion is the easiest one for beginners (start with some of their best gear, skip the novice stage). All the strategies (except repentia) get very strong late game stuff, heavy armor with shields.

If you're playing Novice Strategy, closest to normal x-com, it's about researching the better armors and upgrading to proper sisters. You start out with decent armor (against cultists) but bad/no long ranged options and total rookies. Get shotguns/flamers that care less about accuracy.

Don't take every fight that pops up, use your brain to consider if its winnable with what you have. Avoid huge enemy ships, chaos bases full of daemons etc until you can gear up and get some XP on those novices.

The Sister Superior can use "Inspire" to buff, but dont get her wounded/killed, will be a while before you can get more.

Research Arsenal of Faith when it pops up. This should get you some long ranged bolters like the Arche and the Elohim.

Tech up to mid-tier by april-may (melta weapons, medikit/medicae, motion scanner and adamantium.

Medicae armor (and later Hospitaller) is your medic armor, vital to keep sisters alive + put out fires + get rid of corruption. Bring like 4-6, especially vs daemon heavy lists. Until you research that you can bring servitors to do the job+repair damaged armor.

Motion scanners are also very handy inside cities and big ships to get the drop on enemies. Remember you can use melta weapons and force fire (ctrl click) to melt walls/floors/roofs.
Melta damage drops off with distance so dont try to snipe with it.

You might need to build/upgrade the barracks to unlock straight recruiting full sisters instead of upgrading them.

Get Bionic surgery to halve Sisters (long) medbay stays + give them a stat boost.
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>>2326595
Early game tips: Use craft turrets first to draw enemy reaction fire, kill any enemy with reactions that faces your transports disembark points but otherwise dont let these turrets hog all the XP against weak enemies..

Heavy bolters (and the heavy bolter sentinel) provide some decent midgame ranged firepower. Rotating the pilot of the Sentinel and using it to only engage from a safe distance can rack up lots of kills and xp for various promotion requirements.

Kraken Penetrators is your "ignore 50% of enemy armor" ammo. Master crafted ammo, once you research it, is also a good damage boost to any weapon that can use it.

Melta is your bread and butter against heavy armor, daemons etc. Only short range downside.

On normal AI (not Brutal AI/BAI), walls of fire will keep most enemies at bay/wasting TU. Use those flamers to protect your novices from melee enemies this way (+reveal sneaky enemies), Flamers will kill a good chunk of daemon types (except well, Flamer daemons). Having lots of units looking a certain direction will also prevent most enemy melee types AI from beelining them (they'll try to flank instead).

Adeptas special trait, Spirit of the Martyr can save a great deal of your "killed" units. However, it requires a turn or two +kills to reset after its been triggered. Exploit that to your advantage when making risky moves (Martyr'd sisters can still die to bleedout/fire after being downed, so have medicae nearby to rescue them).

Two good mid-tier Bolters: Hellspite (underslung grenade launcher, get them melta grenades) and the Jove (fires standard sized bolter rounds). Late game is the Dominion bolter with its good bayonet and ammo.

Capture a flying enemy (ork stormboy or blackstone jumptrooper/chaos raptor) and research them to unlock the sisters flying armor tree (Seraphim). They can't stay airborne forever, but can reposition like in normal x-com to better positions.

Power weapons (melee) can kill all daemons.
>>
>>2326602
Other OXCE things:
Flamers bypass energy shields on enemies (blue flashing). In rosigma, armor (especially power+) still protects from flames, but there's a few witches and such that only have energy shields.

Flamers can also put out smoke (and smoke put out fire on tiles). This can be situationally handy if you have enemies without heatvision/see through smoke optics.

Enemies camo (stealth) values are also usually diffferent between day and night, but the engine has incrimental lighting values, so a lightsource flips "dark" tiles into "light". which means units in a light source (or on fire) uses their daylight camo values. Very handy.
>>
>>2326605
Why you should always bring some flamers:
-The one neverborn daemon thats resistant to bolters/physical damage gets nuked by fire.

-Any Nurgle enemy not wearing power armor (and most mutants/beastmen of other factions) take 30-70% extra damage from INCendiary (flamethrowers, "I" or "INC" bolter ammo) sources.

-Nurgle daemons all take +50% damage from fire/INC weapons, they also have low armor values but high HP.

-Flamers are arcing weapons, which means they dont use the same firing accuracy formula of normal guns. The only tricky part is to not burn your own units, but you can force-fire a flamer 1-2 tiles further than 0% accuracy range (and even 0% is more like... 50-80% chance to hit with a flamer). Just dont try to fire it with some map object between the wielder and the target that can be hit.
>>
AIshit? In my XCOM thread?
>>
>officer's pistol scales with rank at +x *5
>also wrench adds damage equal to rank

So which rank is.. any fucking rank?
Pirate princess is, what, 5? 8?
What rank is Boss Soldier?
>>
Swabbie 1(0?)
Gal 2
Boss Gal 3
Mistress 4
Pirate princess 5
Pirate queen 6
>>
>>2326996
Rookie is 0 commander is 5, you can find exact names for each race in the xpedia, for slave soldiers it would be
Slave Soldier · Free Soldier · Boss Soldier · Master Chief · Pirate Lord · Pirate King
Boss soldier would count as 2 since slave soldier counts as 0.
>>
>>2325189
>a free synth is a trap
Hot take.
>>
>>2327000
so what else is in the formula?

I gave my clean-shaven noseringed pirate princess a luger and the average hits to kill went up to 3-4 on highwaymen. With deagle it is 1-2, but it's roughly the same damage prediction if I Alt-hover over the gun in her inventory.

Also somehow deagle and big iron sometimes feel more potent than scoped magnum, which should be strongest of them all, numerically
>>
>>2327100
0-200% is a bitch and statistically inferior weapons sometimes perform better, try firing couple hundred times and then you can come to real conclusions.
>>
>>2320420
It is also the most bottom-right political compass game ever, I never saw the "no step on snek" aspect of it when I played it in the past, but after my last playthrough I just couldnt unsee the NAP underpinning mega-primus.

And cult of sirius has clearly violated it (by existing)
>>
I'm playing with F5/F9 because its my first XPZ playthrough and I hate losing gals - but a hovertank almost made me lose some. I chased a MERC corvette on a Firefox, and then it landed. It was at night and I was able to plow the map with two knight girls (chainmail/shield+vibrosword), but then I had the tank left sitting in the center of the flat map. The only thing that worked was first lobbing two WP mortar shells at it, then rushing my knights through the fire to cut through remaining force field, and then springing whatever I had left on it, which was 2 14mm bullets, few hits from a dshk, and finally a LASS.

The armor girls went to hospital for 45 days, but a MERC ship with a captain pow feels worth it.
>>
>>2317887
There is a significant possibility that I have a bug where Contact Tiger Transports never showed up. What do?
>>
>>2327124
Drop the run, wait for new more interesting bugs coming in the update.
>>
>>2327128
>drop the run
Fucking hell
>>
>>2327124
More than likely you're doing something wrong but if it's a real bug you're better off reporting it either on openxcom forum or the discord.
>>
>>2327124
could it be that you accidentaly set the research to hidden?

happened to me before
>>
>>2327190
That was exactly it, thanks anon!
>>
>>2327116
My brother in Zander, just buy some RPGs.
>>
>>2327301
I probably should just load all my crewed ships with antitank stuff, yes
>>
>>2327331
You should be doing it from day one, even it's just scavenged minibombs and thrown explosives at first. Try to unlock higher tier bounties asap, too, the humanist missions will keep you supplied with rpg ammo and panzerfausts long before you can buy or build any.
>>
>>2327557
I am pretty confident now around human enemies, mostly thanks to 14mm rifles. The thing that worries me is mutons and on a rare occasion, imps. Mutons I cant penetrate at any distance except melee, and the have shielded hovertanks. Imps are just hard to manage in numbers.

I might need to do something soon because there are at least two alien bases on the planet now. But I have no ideas other than knights.
>>
>>2327820
You'll need a smidge more than chainmail for alien bases. Unless it's Guild.
>>
>>2327838
Chainmail AND vibroswords?
>>
>>2327914
Only by the power of F5 F9, and likely not even then.
>>
>>2327926
I'm intrigued.
>>
https://gofile.io/d/gDimvV

Greetings, Commander. I have just come into possession of a most sensitive delivery — straight from the Kremlin, prepared specially for you. “From Moscow with love”… ah, charming. Behold the crowning triumph of brilliant Soviet scientists: the Kremlin Pill!. See that your troops receive them at once — I am confident their performance will improve dramatically. To your health, comrade.
>>
>>2327820
Brotip: Mercs are vulnerable to bio. You can take them out with a blowgun.
>>
>>2328014
I've tried this build before, but I've found it to be inconsistent. Instead, I've gravitated towards using chem against merc soldiers (except shock troops who have too much armor to melt down in good time).
>>
>>2328261
Seductress and other armors with Bad Touch seem to fuck up mercs easily, and it keeps them alive.
Then you have to solve the hovertanks, and you can't pick up wearpons from the mercs
>>
If you're in chainmails you're not at the tech level to be fighting mercs reliably, just run away you can't even research anything from them for a long time.
>>
>>2328014
poison dagger is good enough for the merc soldiers and commandos, but will need many hits to put down the tougher ones. Toxi-lance will fuck up all of them.

But honestly, >>2328268 is right. There is not much incentive in hitting the mercs early on, pretty much everything you get from them is locked.
>>
>>2328268
>>2328326
I have phantom game-ending pains from original xcoms to seeing purple dots peppering geoscape. I am at 2 currently.
>>
>>2328454
They don't matter nearly as much in piratez. You can offset the score they generate quite easily, and even recover countries that have signed a pact. One thing to note, however, is that Dio hates the idea of you farming supply ships, so while the risk is negligible, the rewards are barely worth it. You can hold off assaults until you need to get particular captives or technologies, and think of the bases as holding them for you until the time is right at a modest score cost. In the meantime, you should scout the bases to determine which faction they are, and if you need something from there you can conduct a raid and steal it instead of trying to win the assault.
>>
>>2328268
Fighting mercs early isn't about the tech you could get, it's about the dosh you get selling your captives. Seductresses eat mercs as breakfast, just pack the tools for the hovertanks.
>>
You're in charge of a new XCOM game. What design decisions do you make? Here are my awful ideas:
>revert back to time unit gameplay
>revert back to high mortality gameplay, no hero/marvel shit
>add friendly fire back, have to watch your firing lines to make sure you don't hit your own soldiers
>add in a system where your global popularity decreases if you kill a lot of civilians/damage property. But have it matter less and less as the invasion progresses. Third world nations or totalitarian governments care about this less and have a path where you can be as brutal as possible at the cost of losing good boy points in good boy nations.
>add civilians and national militaries to every map, they shoot at you if your reputation in that nation is bad enough
>take the gene mod/mech stuff in EW and go even further, allow you to go full dystopian with this because the ends justify the mean. be able to field a squad of furry, mechanical, and alien monstrosities at the cost of civilians shooting at you in self defense/fear.
>add in artillery, allow you to level buildings to take out aliens if necessary
>expand the idea behind EXALT and let militaries try to wage war on you if they're aligned with the aliens, forcing you to throw coups on nations that betrayed earth and install puppet rulers that align with your own goals. make this tie into a MINOR nation management system that works alongside base building
>revamp the AI to be less gamey. No more pods. Let aliens try to self-sacrifice to take out squad members or get a tactical advantage, let them try to burn down buildings your troops are in, let them camp in rooms and force you to use drones to scout ahead
>>
>>2328576
nah gimme xpiratez with 3d waifus and all paths having a purpose instead of the various meme choices that ruin gameplay
>>
>>2328587
>tfw born too late to sail the open seas plundering booty and gold
>born too early to sail the open skies as a sky pirate plundering booty and gold
xpiratez is coomerbait but goddamn it might be the best pirate simulator I've played
>>
What the absolute fuck
>>
>>2328753
The joy of glownigger crackdowns.
>>
>>2328756
???
whoever it was they fucking lost everyone and didnt do shit
>>
>>2328756
standing up to mossad and survive should give massive street cred
>>
>>2328759
I guess that's true, shame it won't be happening ever since there's no such thing as street cred here.
>>
>>2328760
infamy is street cred, entire countries pay you protection money for enough of it
>>
>>2328761
Nah, that's the glownigger cred, that you loose by fucking with them. Would be cool if there was some true black market with cool shit unlocked by doing piratey shit or something. That's when street cred would come to play.
>>
>>2328767
>infamy makes them pay you money because you can fucking destroy
>getting fucking destroyed decreases infamy with the faction previously impressed by destroying
Makes 0 sense
>>
>>2328774
They pay you for destroying star gods and their lackeys. They don't pay you for destroying them.
That being said getting negative score because of glownigger raid is retarded. FAFO bitch. If you don't want to loose them spooks don't send them my way, and if you do then stop bitching about loosing them.
>>
Governments not playing by the rules? Well gee what a crazy coincidence.
>>
What is STC ship slot?
>>
>>2328798
Shadowtech
>>
>>2328774
Yeah, it's nonsense. If anything, your reputation should rise with the other factions. Why would e.g. Cleopatra be unhappy that the EuroSyndicate is unhappy enough with you to raid you? The factions don't think about each other as fellow factions, they're competition.
>>
>>2328834
Infamy should have nothing to do with states. It should represent your share of the solar system's underworld, and states should be enemy factions like everyone else, save that you might be able to negotiate with or corrupt them via the contact system.
>>
>>2328589
Speaking of, why hasn't anyone made a standalone x-piratez clone and sold it on steam? I always wonder why people who make total conversion mods don't go legit and at least get paid for their hobby.
>>
Can I attack the *rebel* ships or will that bit me in the ass later?
>>
>>2328858
It will bite you in the ass immediately.
>>
>>2328859
Not even a single tiny bitty freighter?
>>
>>2328851
2 reasons
1 - making a game like this is difficult and resource/time consuming. to have it sell reasonably, you'd have to make it to the quality level of, say, Troubleshooter. for that, you need a team of people and a few years, or you could try and 1MA it for like 10 years or something - option 1 costs a lot of money (few milion in the absolute lowest), and option 2 will take 10+ years of your life, and it will have the quality of a 1ma project, unless you're a magician like Tarn Adams, Pixel, ZUN, Thomas Biskup, etc. so hardly anyone will dabble in this, unless they have a lot of time and/or money, and that brings us to reason 2

2 - people who have time/money will have people telling them what's a good game to make to make more money. and 99.99% of the time, that game is some sort of fotm AAA garbage like anime bitches gacha, and not "anon's dream tactics project". Nucom was a success, but corporate minmaxing has reached a stage where nobody wants to make these kinds of games, because it's more profitable to just make whatever bullshit is popular at the moment, simple as.

and that's why you have people like dio making mods, because you don't have to make a whole fucking game from scratch, you "just" have to mod it, which cuts out a significant chunk of difficulty from the project, i.e. actually making your fucking game.

t. am a developer
>>
>>2328935
exactly this
t. also a failed game dev turned to modding
>>
>>2328935
But man I would really like a tactics game with 3-d muscle bitches with hairy pussies, is that so much to ask?
>>
>>2328858
You can, but it's a heavy score penalty.
At least that's how it works with government shipping, I've never actually shot down rebels. Give it a go and report back if anything special happens.
>>
In XPZ and doing a scout gate mission. What am I supposed to even do?
>>
>>2329012
end turn
>>
>>2329012
>>2329025
To clarify, it's a multi-stage mission where the early stages are there just to fuck with your morality and freshness. The stages are empty, you just end turn and get moved to the next one. Last stage is the proper mission.
>>
>>2329025
>>2329027
Figure it out on my own but thanks. Kinda dumb how there was zero indication.
>>
>>2329012
pass through the mandatory powerpoint presentation section and then clear the dungeon or escape
>>
Is it safe to run mods on a newer version of OXCE? X-files are for 8.4, XPiratez are for 8.3, and I want to get latest OXCE 8.5 for Android. And what about older mods, like Unexcom?
>>
>>2329059
It usually just werks.
>>
>>2328963
words straight from my soul,
>>
>>2328963
100k an i'll prototype that shit for you fampai
>>
Am I dumb?

How do you purchase the hand flamer? going off the tech tree, it says you can buy it JUST from recearching it (hand flamer [i]) but I reserch it and get nothing in the store.

shame, id love to use it on raids in piratez
>>
>>2329136
It looks like a loot only item that cannot ever be purchased or gambled.
>>
>>2329136
raid more temples
>>
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UUUU
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>merc crackdown

How to cope?
>>
>>2330487
Kill the hovertanks, Bad Touch or Psi everyone else.
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>>2330490
I have 0 psi anything and maybe one thot dress
>>
>>2330499
Bio damage will deal with most of them but if you have nothing for the tanks you're fucked.
>>
Is there a way to disable the follow bullet camera every time I miss my shoots on x-pirates?
>>
>>2330532
only for misses, no, but you can disable the camera follow entirely
>>
>>2330662
This camera makes auto big guns like the vulkan so unpleasant to use.
>>
>>2330532
press rmb to instantly resolve whatever shot the camera is currently following
>>
>>2330487
In your main base? Do you have a backup save from the previous month?
>>
>>2330147
based
>>
>>2330777
Its second to main base with second best crew.

I think I have a save far back enough but shit's brutal
>>
I can't be arsed to move troops and gear back and forth so all of my transports and troops are in one base. All other bases only exist to support that one base and the troops stationed there are all on guard duty.
>>
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>>2330831
If it's not your main base with the Old Earth Lab, losing it is recoverable. It'll suck, but you can rebuild. Crackdowns are decided at the beginning of the month, so that's how far you need to reload if you want to try rerolling the attack.
As for fighting them, a gal with good stats can take the soldiers out with a blowgun, but it's not particularly easy. You'll probably have to expose yourself to reaction fire. Melee works, especially with poison daggers, but the mercs are also pretty good at melee. And even if you can kill them, that leaves the hovertanks. Do you have anti-tank rockets? Or regular rocket launchers? RPG HEAT shells and recoilless rifles can damage them, but it'll be a gamble. What about Arena Slaughter Cannons? Those are effective at stripping shields.
The last option is always to cheat. You can debug kill the attackers and "win" that way. I'd recommend against doing that though, unless it's a truly existential threat.
>>
>>2330852
I'm actually managing. I sold the facilities that link hangars to the living side, so I had the elevator chokepoint. Besides 4 gals and a kot, I also had 5 dogs that I strapped with two landmines each. Amazingly enough, the DBIEDs were able to hold off the first wave with few redcoats and a melee dude, and then tarnish hovertank's shields enough so that a combined volley of rpgs and dshk rounds down the corridor wrecked the tank. I am facing a dude wearing a red shield now, and he reflects everything so far. I have two blowguns with poison darts and two laser guns (a heavy and a hydra) but they seem to not do much. Electric lasso also seems ineffective. Or I need more than two turns to mess him up. I also have a toxigun and a flamethrower around the corner on the floor, and a cryssalid gas grenade, whatever the fuck that does.
>>
>>2330842
I gathered that attacks on the bases are pretty common. And I need many hangars because there are so many vessels to try out.

So far making same-ish bases works. Each has a Piranha to police local airspace, main base has a Fortuna and a Firefox and the angriest crew with a mortar team. Second base has a Convoy for pirate airfields, an Airbus for mansions and an expedition for sea adventures. Third has a Pigeon and a Zeppelin, although those kinda suck, plus a pirate princess with few valets that does small and mid size stuff. 2nd base has plantations, third has a factory coming up, 4th and 5th are just radar/hangar/prison combos with few gals for the smallest missions.
>>
>>2330866
Congratulations on killing the tank! Hope that was the only one.
Red shields are resistant to electricity and plasma, so those aren't going to do much until you take it down. To do full damage, you need cutting, plasma, chem, bio or daze. If you got enough darts for the blowguns, those should be able to take him out.
>>
>>2330870
Oh and also a medbay and a library for each secondary base, so that two brainers on each base can keep figuring out all the low cost bullshit research, while the main base does the high-value stuff with 18 smarties.

>>2330871
What about lasers?
>>
>>2330876
anon misspoke, red shields are very resistant versus elec and laser, plasma isn't resisted by anything in the game.
>>
>>2330876
Yeah, that was a typo, I meant to write electricity and lasers.
>>
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dwnq
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>>2330883
UFOPORNOOOOO
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>>2330871
I managed with blowpipes eventually. Got a blaster launcher in the loot.

How am I supposed to go about doing voodoo? I have few people with high power (a gal, a peasant, and a stalker) and I have persuadotron and few wands. I just go out and try to use them, and the skill will grow?
>>
>>2330932
The first bit of voodoo skill has to come from a facility, even if you gain +1 through commendation it won't count.
>>
>>2330932
Nope. The wands are usable without voodoo skill, but until a gal gets voodoo training, it won't grow with use. Even if you get a commendation that increases voodoo skill. Bugeyes come pre-trained, but everyone else needs time in the voodoo school.
You can build a witch cave early, but it only has one spot for voodoo training. If you took Gray Codex, you can upgrade to an Astrosensorium pretty easy, otherwise you'll be stuck with it for a while.
Also, unless you did take Gray Codex, there isn't really a lot you can do with voodoo until quite late in the game.
>>
>>2330941
Transformations do count. Magicienne gives instant voodoo training (but it's not for gals).
>>
>>2330946
Caveat: Bugeyes can be developed up to the point where they can semi-reliably mind control people from the moment you get them. They won't be particularly useful on a mission until then, but if you have the space to stand them in the vessel spamming fear until they run out of freshness, you can have them trained up to usefulness in a couple months.
>>
>>2330946
I did take the gray codex, but it was kinda left somewhere on the workbench, below the reaper salami sandwitch.

We're pirates after all
>>
>>2317887
What do you guys recommend for baby's first run in terms of codex/region/captain? I was thinking England/Gray/Lazy-ass.
>>
>>2331153
Whatever sounds cool, if what you said appears cool just go for it.
>>
>>2331153
There's honestly not much that's a "for the love of god don't start here" in Piratez, beyond starting in China or Egypt (which get you a shitload of CapitatoryTax items; and a big infamy hit plus government raids, respectively). All of the codexes work. All of the captains work, although if memory serves Sore-ass disables a bunch of "Your hideout is visited by-" events, so maybe not ideal for a first run if you wanna see stuff.
>>
>>2331153
Maybe do blackmarch start for guaranteed gnome(s).
>>
>>2331238
>guaranteed gnome
Wish it was the researchable one instead of the soldier one. You could be Back to School in June
>>
>>2331239
It is. You just have to wait a month or two for event to happen.
>>
>>2331175
Where to read about location bonuses?
>>
>>2331250
If you open the HTML bootypedia thing and go to Events, then you'll see a long list of Location: Wherever, Country: Wherever events, which are all Execution Odds: 100, First Month: 0, Last Month: 0.
Those are the events which trigger to give you your 'starting bonus' for your first base. You can look at 'em and see what they give you. It's not necessarily a complete story though, because there's various other events which are triggered by base location. So far as I'm aware there's no way of seeing that in game. And doublechecking,
If you're the guy looking for a first run recommendation, I'd not necessarily advise going through and dedicating time to working out Most Optimal Start or anything though. You'll be fine if you stay away from Thebes and China (Technically "Central Asia").
>>
>>2331153
playing grey hybrids rn and its ass, golden was fun enslaving everyone
>>
>>2331373
Wanted to have mega-witches with thunder hammers
>>
>>2331373
Gray is neat just because Fortuna is still the best ship.
Hybrids are ass no matter your codex choice.
>>
>>2331153
Those are decent options. Also take Gals Are Superior.
>>
I always get overwhelmed by the weapons. There are some clear dogshit ones but what are some "better" ones that you will want to eventually use.
>>
>>2331665
When asking general questions please include which mod you're talking about, thanks.
>>
>>2331666
Oh fuck me, xpirates.
>>
>>2331665
any time some mod includes furries you can be sure their gear are as overpowered as it gets, thats also the case in xpiratez
>>
>armored zombies
>>
>>2331743
>350-400+ total HP with two phases behind a 40+ armor and a stiff dodge

What am I even supposed to do here?
Like, what weapon or a combination of weapons has such damage output.
It tanks what an actual tank can't often take, like a full dshk burst in the back.
I could wittle it down from a distance but there's a dozen coming at me through the elevator.
>>
>>2331759
Melee them. Set up and ambush in good place and when they get close run, fuck them up and escape. You may also leave 2 full tu gals next to a door and only take out phase one and run behind them, the zombie will then default to jenkins mode in phase 2 and be raped in melee by reaction fire.
>>
On the zombie panic missions on x-pirates, Do I have to blow up the black pyramids or just kill all the zombos? The mission briefing make me think there is more to it than just kill.
>>
>>2331837
Wait for the Tomb Guardians to show up, and I think you have to capture one alive. Then blow up the pyramids
>>
>>2331837
You need to blow up at least one portal, but also leave them around long enough for the tomb guardians to show up
If you have done other witch quests you can get the portal remains from the fire witch
>>
>>2331840
No wonder I wasn't getting anywhere with those missions. Many thanks.
>>
>>2331697
hard to say for xpz, most weapons are actually pretty useable based on the time an d context you acquire/research them. for example, a shitty old revolver could be in the running for the shittiest gun in the game in terms of stats, but at the very start of the game you'd probably be pretty stoked to loot one off a corpse so you can have a gun that can shoot more than once per turn. of course, the moment you find any other such guns, like automatics, you can just throw it away no problem.

a lot also depends on what girls you have and what their statlines are. higher tier bows are not useful for anyone who hasn't trained up on throwing - that's what the basic bitch hunting bow is for. but once you do have maxed out throwing, you can actually rely on them well into midgame (outside of tunnels and close quarters). if you're running cats, you have enough TU to run across the map and shank people with fast, low damage melee or throwing stars. gals have much more strength and early on are quite slow so they are better equipped with the biggest guns you have or the thickest metal bars as melee or throwing weapons. they also have easier access to very high protection armors early on so you will have better mileage on short range weapons than others. if there is really any utterly shit line of weapons, I'd have to say it would be the entire underwater weapon line - but then again you're forced to use them if you go undewater
>>
>>2331153
red revolution/red/peasant(revolution/lazy
>>
Gonna make a little mod for myself. Transformation "Super-soldier serum":
tu: 30
stamina: 120
health: 30
bravery: 50
reactions: 50
firing: 160
throwing: 100
strength: 30
psiStrength: 80
psiSkill: 50
melee: 100
What you think? Pretty balanced, huh?
>>
Update when
>>
>>2331897
Red-codex-pill me on this setup
>>
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Mystery niggas
>>
>>2332214
make sure it doesn't die
>>
>>2332216
Since it's a black cat, I just assume it is the witch that sent us to the mission or one of her familiars.
>>
>>2331950
I mean, you can edit your files and do whatever broke ass values you want if that's what floats your boat.
>>
>>2332016
to lazy, real revolutionary would go no codex
>>
>>2331840
Is there any other missions with more complex objectives other than kill all stuff?
>>
>>2332878
a number, most of them are shit and it's usually easier to just kill everyone if it's feasible
>>
>>2331837
Get inside a pyramid and destroy the portal. Use timed explosives, the portal explodes anyway so if you try to hammer it you'll hurt yourself. THEN kill all the zombies.
That mission is a bitch and a half, mostly because of the pyramid turrets. Those fuckers hit hard and are really difficult to kill. I like having a tank before taking them on, though it's not the only option obviously.
>>
>>2332878
Devil's Reef, supposedly. I've never cleared it, thank the Shadowmasters it's optional.
>>
>>2317887
How do I actually make underwater versions of armor in Xpiratez? I've already unlocked underwater missions.
>>
>>2333061
You switch to those automatically when the mission begins.
>>
>>2333062
Thanks anon, I was going mad
>>
>>2333061
Most armors can't be worn underwater.
The ones that can, you can find in your bootypedia, they will have a variant marked (SEA)
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>>2332963
You don't have to destroy any portals, if you kill all zombies the mission ends. You can get portal remains from fire witch. The only thing you must do is get tomb guard alive. I also wait for a second one to get its corpse for research to satisfy my autism (you get nothing from that).
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>>2332964
Devil's Reef is very much a kill everything mission, it's only that there are three stationary props (that you can shoot from spawn 99% of the time) included in 'everything.'
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Is there a cap to the number of enemies on the map? Had to clean 52 from an arsenal right now.
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>>2333419
Depends on the amount of spawn locations, which is entirely up to the modder. A mission in XCF (Tower of Apocalypse if I recall) has well over 100
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>>2333437
All the cult of apocalypse stuff is kino in XCF
Mowing down hordes of civilians with my minigun HWP never ever gets old

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