CthuluIsSpy
Arcane
Great, now I'm thinking of an Amazonian, barely clothed pirate lass hauling a trussed up and very confused Pole aboard her ship and forcing him to do calculus.
That's Piratez in a nutshell.Great, now I'm thinking of an Amazonian, barely clothed pirate lass hauling a trussed up and very confused Pole aboard her ship and forcing him to do calculus.
No, that was intentional.You forgot a letter.There are tons of techs and researchs that require slavs
Considering the state of the world in Piratez, you do that and worse.Great, now I'm thinking of an Amazonian, barely clothed pirate lass hauling a trussed up and very confused Pole aboard her ship and forcing him to do calculus.
There's a website program that lists just about everything in the game:Are regional starting bonuses listed anywhere?
Wiki articles on UFOPaedia are old.
Are you playing on Superhuman? Either way, sounds like a classic case of "you are NOT supposed to win yet, rather retreat".months (Three I think?) Guild ships will start coming with Marsec Operatives. Those wear pretty damn tough armor and due to that are a fucking pain. Your early game ranged weapons are definitively not up to par against these dudes.
IIRC in order to make smoke screen spam even more useless, Gals are vulnerable to chocking damage including smoke from any source.it normal to have issues with having lots of wounded gals? I swear, I got like four gals wounded because I used a Fire Extinguiser inside a Big Bird. THEY'RE NOT EVEN REALLY DAMAGED, FUCK!
Don't remember that many in non Supes modes. Hide in houses and attack them from behind.Help the Lokk'Nars" seems to be a helluva difficult mission. I mean, I went there and there were like five Reaper cavalry. Hahhahaha, no.
Marsec without enclosed helmets (you know when you see those) are vulnerable to poison/hallucinogenic grenades. At least they were on earlier versions.- In some months (Three I think?) Guild ships will start coming with Marsec Operatives. Those wear pretty damn tough armor and due to that are a fucking pain. Your early game ranged weapons are definitively not up to par against these dudes. Musket MIGHT have the damage for it, but its the fucking musket. Seems like the best bet here is Dog + Melee Weapon. The dog is not there to damage the operative (can't), but to bark and bring his TUs down to zero. Then some pretty strong melee weapon - Like Axe, Mace, Barbarian Sword/Axe, etc. For capture, Ball Bat can do it, but it will take a bit of hitting from behind.
Kill them with fire.- "Help the Lokk'Nars" seems to be a helluva difficult mission. I mean, I went there and there were like five Reaper cavalry. Hahhahaha, no.
Still too high IMO, but I haven't checked that one in years. I loled that in XCFiles now cults can deploy "UFOs" (aka regular planes) to counters yours. It looks a bit silly to have a hooded cultist pilot a MIG to shoot your Interceptors. Why I'm saying this? In Piratez aggressive UFOs targeting your ships whenever spotted became quite frequent too. Funny that, considering that your ships were supposed to have cloak modules since day 1.Think I am playing on the penultimate one.
My gear was pretty much mostly ranged because my best melee bruisers were wounded. I came expecting some Ratmen, not Ratmen riding Reapers with big guns.
XCOM Files is my personal favorite. Keeps the feel of Vanilla with constant new threats to figure out and adds a lot of gameplay prior to where you'd normally start.Any recommended mods ?
On newest version of Piratez, enemies seem to flash red when they take damage.- Are you dealing damage, but it just has lots of health?
Besides the colors, he can also press Ctrl + H after firing to see the log of the last attack.On newest version of Piratez, enemies seem to flash red when they take damage.- Are you dealing damage, but it just has lots of health?
keep them, you can sell/brew the mushrooms later to offset the penalty- Fungus Infestations are a fucking pain, plus the expense to get rid of them seems to be not worthy it early on.
Oh, that's pretty informative!Marsec without enclosed helmets (you know when you see those) are vulnerable to poison/hallucinogenic grenades. At least they were on earlier versions.
But you're going to see lots of missions early which are "lol, nope".
Davy Jones actually.Still too high IMO, but I haven't checked that one in years. I loled that in XCFiles now cults can deploy "UFOs" (aka regular planes) to counters yours. It looks a bit silly to have a hooded cultist pilot a MIG to shoot your Interceptors. Why I'm saying this? In Piratez aggressive UFOs targeting your ships whenever spotted became quite frequent too. Funny that, considering that your ships were supposed to have cloak modules since day 1.
Fucketh me, right? I recently went on an academy outpost raid. Was far so I had to go with a V8 instead of Big Bird.Expect the unexpected. If enemies look too tough, they probably are. Also, zombies can show up anywhere, anytime. Always. There was a mod that reduced that chance in some cases.
It's hidden from you at first but you can fire nukes using a ballista- Wow I got some pretty neat stuff from an Old Earth box. Anti-Tank Rifles and some ammo and even a baby nuke. The fuck I even do with it lol.
Sounds like the Mercs. One of the strongest factions.Oh yeah I had a total "nope" moment when I once stepped out of the craft and saw absolute fuckloads of huge mercenary guys packing big 90s laser guns and what looked like Personnal Armor.
No idea. Sounds like there's a mini-base nearby. Yeah, now you can have enemy bases appear more easily and they can change over-time IIRC.Geez, yesterday I noticed like five radar ships popping up in North America. Is that common? I was lucky my craft was on the other side of the planet at the time.
Auxiliary units are always useful in XCOM, and more-so here. You can at one point make the doggos become proper units so that they can level up if I'm not mistaken.I've been having good results recently with 6 gals and peasants/4 doggos crew.
i think you can press ctrl-h after shooting something and it tells you if it hit or missed, or if it did 0 damage, and if it was a good hit or a grazeA big problem I have in long mods with a lot of progression like Piratez is that whenever you're shooting something and its not dying you never know:
- Did you just roll really low?
- Are you dealing damage, but it just has lots of health?
- Does it have huge armor and you're never gonna kill it?
- Does it have low/mid armor but high resistance to the specific weapon you're using (keep in mind that Piratez has like 10 different damage types).
unless something has changed since i last played over a year ago, enemies aren't affected by weather, and buildings don't affect weatherClimate rules are inane. If you don't have the right gear, your gals will drop on the spot yep. On the plus side, it affects enemies too, so you can wait a little and see enemies passing out. I may be misremembering but the effects of weather are lessened inside buildings. I would rather disable it altogether.
very handy when you need massive firepower on turn 1 e.g. sieging ninja airfieldeven a baby nuke. The fuck I even do with it lol.
Didn't get one so far, that doesn't sound safe.It's hidden from you at first but you can fire nukes using a ballista- Wow I got some pretty neat stuff from an Old Earth box. Anti-Tank Rifles and some ammo and even a baby nuke. The fuck I even do with it lol.
Geez those mercs are OP, better stay away for now.Sounds like the Mercs. One of the strongest factions.Oh yeah I had a total "nope" moment when I once stepped out of the craft and saw absolute fuckloads of huge mercenary guys packing big 90s laser guns and what looked like Personnal Armor.
No idea. Sounds like there's a mini-base nearby. Yeah, now you can have enemy bases appear more easily and they can change over-time IIRC.Geez, yesterday I noticed like five radar ships popping up in North America. Is that common? I was lucky my craft was on the other side of the planet at the time.
Auxiliary units are always useful in XCOM, and more-so here. You can at one point make the doggos become proper units so that they can level up if I'm not mistaken.I've been having good results recently with 6 gals and peasants/4 doggos crew.
How much firepower are we talking about, here?very handy when you need massive firepower on turn 1 e.g. sieging ninja airfieldeven a baby nuke. The fuck I even do with it lol.
As in, these mini-bases get stronger, bigger, with more and more powerful enemies.Change overtime how? Location?
They're disposable meat-shields used as cannon fodder, really. Or that's what I read and what I remember from their low stats.How do you use peasants? I'm starting to think shotguns, pistols and SMGs are the way to go for them:
- Too weak to throw
- Too inaccurate to snipe well
- Too weak and unskilled to go melee
- Too low-HP and low-armor to survive a shotgun shot to the front
How much firepower are we talking about, here?
I recently went on a bounty mission to fuck up someone's barn*