Speaking of PirateZ, is there some guide somewhere? Research order, at least?
Tech tree here:
http://openxcom.org/forum/index.php/topic,4106.0.html
The thing is that Piratez is highly non-linear and depends on what you find and random luck (interrogations and some data researches unlock totally random stuff). So its hard to give a real research order.
General tips I can recall:
- X-Grog is your best thing to manufacture for profit most of the time. It's also your best healing item, you'll need a medic to keep your girl's stamina up while they sit in smoke and to cure fatal wounds from enemies knocked unconscious (captures are very important money and research wise). Aircraft are the best manufacturing items I've found but require some limited equipment that you recover from shippings.
- At the very beginning most of your girls have absolutely awful carry capacity. Give them runt armor to increase what they can carry. After they level up a bit (it happens quickly), give them Tac armor, which is the best you'll have for quite a while. There's also a night ops armor which lets you see in dark as if it were day time, its pretty neat.
- Anything that looks armored is best dealt with through explosives. Grenades/Grenade launchers take care of the weak ones, Mortars take care of the strong ones. Heavy Machine Guns are also quite useful and at least one enemy seems to have near-immunity to mortars and therefore requires HMGs or something else at least as powerful.
- Melee is kind of shit because most weapons have horrible accuracy and some enemies have dodge. Use Chainsaws/Hammers until you get really high stats, they are implemented as guns with a range of 1, so they almost always hit. You'll also find cattle prods eventually, but you should get a few random KOs per mission which can be captured if you have a medic ready to nurse them on the brink of death, watch for the lack of death sounds.
- My general-use guns were most often Hunting Rifles (upgrade to scoped rifles, insanely accurate) and Boarding Guns (upgrades to custom shooty gun/super shooty gun, insane amounts of auto fire but very heavy).
- Certain Shippings are government and attacking them hurts your score. Most of them have red/blue lights on the UFO in the intercept mode.
- Instead of dumping all of your brainers (scientists) onto one research, it's better to have a bunch of projects going at the same time with one brainer each. This minimizes overflow loss, which leads to a pretty large benefit in overall research speed.
- I don't really recommend relying on air combat. The reason being that its highly dangerous, the ammo is insanely expensive compared to the much less valuable loot you return compared to vanilla, and the highly decreased value of shot down craft. Basically most weapons you find are nigh-worthless in terms of sale price and are mainly just research stuff, the profitable materials come from intact craft.
- In combination with the not relying on air combat, if you feel as daring as I did, try selling your starting craft for huge cash and investing in workshops/barracks along with a cheaper troop carrier (skyranger or AWACS). Skyranger has horrible speed and radar, AWACS has good radar for finding enemies beyond your radar but only 8 crew spots IIRC. You'll need to be a lot better at your ground missions to win with less soldiers and you'll probably miss one or two shippings, but you can snowball your cash much quicker this way.