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In Progress X-Piratez! Ironman! No spoilers! Oldschool X-COM Total Conversion with mutant amazon pirates. Death to the star gods!

oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
I was even tempted to do some tiger tours for the free bravery but decided against it. I don't think they get their dojo training while shipped off like that
training stops when wounded too, and most of the training is the wounded type. the difference with tiger tours is that they are off base and cant participate in base defense.
Probably just an example to the racial caps being soft caps, rather than hard caps.
sort of. it has to do with xp system
once you get to the cap, you cant roll for xp gain, so its rare but possible for a stat with -1 from cap to max roll a +6, giving you 5 over the cap. your ogre got a +4, which is pretty good!
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
Alright, lets start off by recruiting some goblins for that cavern mission before I forget. I won't pop up immediately so I've got time to recruit and arm them, if not properly train them. We'll substitute guns that fire many bullets in place of skill, that ought to do the trick.

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Sadly, this didn't grant me the western educational system tech like I was hoping for. Also, I remembered it had a turret, but not it requiring a flak tower kit. Decline. Our search for buildable flak towers or the like continues. I know they're not THIS hard to get... maybe smart weapons?
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I grabbed this as well in search of more gun tech but it lead nowhere. The gun itself is no slouch though; inaccurate but a hefty punch with bonus damage from bravery. I would totally use these if we'd gotten them before the rimrider base.
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Found and recovered this little hottie on yet another escape tower mission (we got another human mage too!) I elect to send her on the spy mission ASAP.
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Some more promotions.
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Ah yes, our study of smut is paying dividends already. Excellent.
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That is a very large ship slowly prowling around the planet. I think I know what it is and have a bad feeling about it.
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Finished this one up- not what I expected and didn't lead to any other tech, but it's an interesting concept for an accessory. Could be amusing to have a loknar running around with a cannon or something.
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Info on the shrine ship. These are such prime targets for looting and taking prisoners and such, despite their dangerous crews. They're also a motherfucker to take down in combat though. Even our hunter killers can't even catch up to one.
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The goblins arrive and I immediately sack half of them for low bravery. Honestly, even half a dozen lead by our gnome will likely be enough, the mission shouldn't be too difficult. I'll send some dogs too if possible.
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With her new rank, Belem Belle is eligible for some new training. Free bravery is always nice to have.
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Getting a decent number of shootdowns now. The hunter killer can easily cover the entire globe, so as long as we've got fuel for it I'll be sending it out a lot. We've shot down some ninja bikes too stupid to run as well, and even a small gunboat. Sadly, that was over some water so we didn't get to loot the wreckage.
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Finally finished up the heavy attack ship tech. This thing is a lot slower than I was hoping, but with a crew of 8 and access to space and water, this might be our new troop ship for a little while, and we can keep it around as a support to attack shit (like those vessels that appear and hover over the merc base) if not. 3 heavy guns should do nicely now that we can actually buy some.
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Also grabbed the slayer armour for these guys. It's no uber chainmail, but it's quite respectable for early game armour on small units. The evasion in particular is great, if you want an anti-melee specialist, these are your guys for sure.
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This sounds adorable but I think we've got better stuff to research at the moment.
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Result from the humanist file we hacked. Neat, but not what I need to focus on for now.
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We've got a fair bit of chitin left and I'm not worried about using it up for this; we can get more easily enough and it's not in high demand.
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Ah, finally. Time to reveal our fabulous prizes!
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:what: I did not know this could even happen. That's fucking lame. I guess our spy was shit and died?
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Score is starting to tick back up and we've got half a month to go still.
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This thing is going to be a big investment, both in time and resources. We'renot exactly flush with cash at the moment, so I'm going to hold off and try to loot some ship engines at least. The fighter hulls are cheap though and wiill simply be bought.
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Aw fuck. I was afraid of ths; that large ship flying around was an Eiridian one. I'm not even going to show up to just take a peak; the moon bus is such a shit craft we could lose pretty much everything to some reaction fire on round one. We just have to eat the mass infamy hit.
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I'll gladly take another exterminator rescue mission though. This one is a tad different however.
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We got the scary version! For anyone unaware, these things are fucking terrifying and can instanty kill anyone they come into melee with. And they're quite fast.
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Luckily for us, the one nearest our shitty, hard to defend ship was in LoS to the exterminator, who puts it down with the aptly named anti-chryssalid rounds. They do indeed die horribly to the anti-E511 stuff. Should have brought a nun!
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Fortunately, I equipped most of our crew with spears before even landing for just this possibility. They're fraigle enough that a spear will stop them in their tracks, generally, and a couple more will kill them.
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Uh, Modron, this is the part where you stab it with the spear. You've got full TUs buddy. Wait, how high were your reactions again?
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Well. Shit. As an added bonus to instakilling whatever they touch (RIP Modron!) they also immediately revive the target as a zombie.
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And as if that wasn't enough, if you kill the raised zombie, it transforms into a full health chryssalid! I had enough firepower on hand to kill the chrysalid, a zombie, and the resulting chrysalid. But I left the other zombie alive; we're better off getting bit by it than having a full TUs chryssalid next to us on the enemy turn.
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eventually we put down the rest of the menace with no further losses.
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Didn't expect to lose a hand (or even a werewolf) here but it could have been much worse. The spear defense works pretty well if you've got enough reactions, but ideally you want to overlap like 5 people with spears on one approach point in case a zombie runs in first and tanks them for the chryssalids. Honestly this was kind of a dumb risk for me to take.
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And while I wouldn't call it a fair trade, we did catch 2 chryssalids, which means in the future I can just go ahead and now them down without worrying about trying to take anything alive.
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:salute:
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,559
You should have checked the terror mission and then leave, as then it probably would have lessened a bit the hit to your score.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,146
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Info on the shrine ship. These are such prime targets for looting and taking prisoners and such, despite their dangerous crews. They're also a motherfucker to take down in combat though. Even our hunter killers can't even catch up to one.
Every time I've seen a shrine ship, it has landed.
We got the scary version! For anyone unaware, these things are fucking terrifying and can instanty kill anyone they come into melee with. And they're quite fast.
The can, but unlike vanilla xcom, they can also miss or fail to instakill.
You should have checked the terror mission and then leave, as then it probably would have lessened a bit the hit to your score.
I don't think this is true for the eridian missions. Maybe by 100 infamy or so, but that's nothing.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,804
Shame you can’t recruit exterminators, is a statement of badassery to make a living from exterminating chrysallids. Alone at that unless there was others not shown in the screenshots.

He probably got annoyed at your gals for making a loud flashy entrance and facepalmed when one of their number got killed due to what he would perceive as uber cockiness.
 
Joined
Jan 7, 2012
Messages
15,257
Funny thing just happened. Prompted by this LP's disaster having unescorted craft shot down along with my own issues with this in Xcomfiles, I had thought of a new idea where you could hold shift in the interception screen to select multiple craft for an interception and thereby send an escort with your landing ship without needing to do all the crap with sending it out and then sending another interception to it. Was literally typing out the post on the XcomEx suggestions forum when I went in game and... found that this feature literally already exists. Hold shift, and you can send out multiple craft at once that will stay together till the target. AFAIK this feature is completely unlisted anywhere.

EDIT: although you need to select the slowest craft last for this to work, otherwise they separate.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,146
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Funny thing just happened. Prompted by this LP's disaster having unescorted craft shot down along with my own issues with this in Xcomfiles, I had thought of a new idea where you could hold shift in the interception screen to select multiple craft for an interception and thereby send an escort with your landing ship without needing to do all the crap with sending it out and then sending another interception to it. Was literally typing out the post on the XcomEx suggestions forum when I went in game and... found that this feature literally already exists. Hold shift, and you can send out multiple craft at once that will stay together till the target. AFAIK this feature is completely unlisted anywhere.

EDIT: although you need to select the slowest craft last for this to work, otherwise they separate.
Does it also work if they are launched from different bases? My primary fleet is spread out over 2 bases.
 
Joined
Jan 7, 2012
Messages
15,257
Yes, but you'll have the extra craft following your lead craft which is probably suboptimal, you'd want to just target all the interceptors on the UFO (which has no shortcut I can find, just send out multiple intercepts).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
Hold shift, and you can send out multiple craft at once that will stay together till the target. AFAIK this feature is completely unlisted anywhere.
Nice find! I had actually fiddled around a bit as well, though the solution I came to was simply targeting the troop ship with the escort fighters. This is certainly easier if you've got the hangars available.

Every time I've seen a shrine ship, it has landed.
Yeah same here. Though I did manage to shoot one down once as well on a previous playthrough.

Wait have you played X-Com before?
Yes, although I never actually finished it. I generally got to the point where blaster bombs started flying around and lost interest.

This was another pretty slow month. We've got an interceptor again, but there's nothing to shoot down! It's all fucking sky ninjas and cops. And they're both too fast to even reliably catch before they get out of radar coverage.


Which is to say, this update is going to be a lot of researches, even though I skipped showing a bunch. This one ended up being a dud.
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Managed to shoot one of these down... but it was over some water. Fucking europe and it's seas and shit. They always seems to just barely reach a shoreline before the fight starts. If you're starting a new game, I highly recommend plopping your base in the middle of a large landmass like Africa to avoid this problem early on.
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More sky ninja tech. This would actually be half decent if acquired early enough. Although that also implies having sky ninjas shooting at you with these things early on... which would suck.
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Mostly just researched these because I like javelins and it felt lame using the stone age versions still at this pont. The extra power and range is quite marginal and not really worth the extra manufacturing time, but fuck it.
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Oh yay, another type of bullet to research. I only had like half a dozen here. Though actually, now that I'm doing the writeup, I think this is the tech that is bottlenecking my attempt to get AA guns for the bases. I thought it was plastasteel munitions, but it might have been these...
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Grabbed this too, because I remember being able to make giant craft harpoon launchers. This didn't lead to those, but it's a damned nice gun for underwater. Or for racking up poisoner titles for that matter, that's a deadly fucking poison bolt.
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Craft landings over in NA. I'd love to have run over there and fought them to steal their engines, but A: The moonbus is pretty shite and those are probably reasonably dangerous missions with 30+ units; and B: By the time we get all the way over there it might get back up, and we can't afford that shit again.
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Instead, some of our zombie research pays off.
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Another one of the more interesting missions. You spawn in a cabin in the woods, and can't bring gals. The map is small enough that pretty much all the zombies will eventually attack the cabin with their soul sense. Most of the zombies are low tier, but there can be some others, like the Singer that Francesca here wiped out with a holy bolt. Sadly, Belem Belle was still recovering from training.
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The cabin also has a pretty roomy loft with no access except by flight, making this a very easily defended space if you've got a bunch of catgirls with grav boots. I brought 5.
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The side rooms are a bit sketchy with the windows, but the central hallways has only 2 entry points, easily covered by flying catgirls with spears or preferrably ninja sickles.
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Despite this, we started off quite surrounded and we took a hit. Honestly, I'm surprised she survived. The good news is, we brought the silvalinga stone along, and after using it we brought her back up to 44 hp, which is not bad.
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Another singer was hanging around, and evenetually got close enough for us to send someone out to knife her. Capturing them would be nice, but it's going to be a long mission and I don't want to risk having her wake up and fuck with people at the wrong moment.
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There aren't even windows in here, making it a veritable fortress with all the catgirls. Definitely another mission that goes from nasty to easy with the right meta knowledge.
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Zombies keep entering the meat grinder each turn, but we don't take any more injuries.
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I brought along a bunch of flaming arrows too. Partly just to train throwing, but they're honestly not that bad at dealing efficient damage if you just set things on fire and let them burn.
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Another aspect being aware of helps immensely: The zombies get reinforcements.
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Peasants have high freshness stats, but at a cost of 5 per holy bolt, we don't have enough to just be burning everything to a crisp indiscriminately. Maybe if we had a whole squad of like 8 nuns with high power.
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However, we certainly have enough to deal with this fucker, who showed up with the reinforcements. I was expecting him, so he didn't get to pick off a catgirl flying around outside looking for stragglers like the first time I ever did this mission.
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DEUS VULT!
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Unfortunately, holy fire and burning arrows have a drawback: Our cabin is being set on fire. To be fair, their was a good chance a singer was going to do that anyways. I should have brought an extinguisher perhaps...
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Because we need the freshness, and also because it's cool, one of our nuns starts chain smoking inside the burning cabin.
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The smoke is actually a problem for the catgirls, who don't handle it well and build up stun from it fairly quickly, especially compared to their low health pools. Echidna would be fine, but the others aren't so well trained. Well, training is why we're here though, and ripping zombies up with her bare hands provides a lot of it.
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Thankfully, our cool nuns also brought drugs that can cure stun damage. I can see why this religion thing is so popular.
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Sister Francesca has been so busy immolating zombies she's pretty much out of energy, so I had her toss a chryssalid grenade instead. I, uh, may have misjudged the TU cost of stepping back from the window though. It's probably fine right?
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It is indeed fine. These grenades really are devastating vs zombies, and this wiped out everything in view on that side except a fatty on the far edge.
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Another batch of reinforcements arrived a while ago, and it included some dumbass randomly firing a shotgun over here in the woods. I was content to leave him be, however...
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He actually killed one of the nuns! I suspect it happened because this chunk of wall burned down without me noticing, letting him actually get a real shot off.
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Anyways, there's not much left now, so I start sending catgirls out to clean up, including this fucker.
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18+ turns. Quite a slog, but I was expecting that.
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Big chunk of infamy, which was part of why I wanted to do this. We need the cash, and 1000 infamy is about a third of a million.
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I don't say this often, but honestly the loss of that nun was more than offset by the training we got here. That's over 30 points in reactions alone, and these are on troops that tend to be vulnerable and therefore hard to train. I do wish I'd gotten a bit more throwing xp on the catgirls though.
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Pretty sure this is a new title the nuns picked up by spamming holy bolts. Considering how voodoo powers scale, I can see it being wildly overpowered with a talented, dedicated caster.
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Another, less exciting training mission: The game threw the original milk run at us: the watctower filled with scrubs. Though one of them threw a fucking molotov or some shit down the elevator.
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Much smaller gains, but they really needed them, the strength in particular to let them wield those mini SMGs without being burdened.
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Picked this up in my increasingly frustrated search for AA guns.
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No dice, although smart guns do sound awesome anyways. The targeter sounds like maybe a craft accessory for improved hit rates?
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Ugh, not what I wanted right now. I was going to ignore this, but I wanted to at least show up and instantly bail to show how little difference that actually makes.
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Upon landing, however, I find that it's not a brutal government squad or mercs, but a bunch of fucking deep ones. Shit, if I had known this was even a possibility I'd have sent our real team instead of just the one I sent to the tower. Well, we can at least have them all take a potshot for free xp before leaving...
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The fuck? Since when do deep ones have this shit? And why does it sounds like...
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It turns out our enemies have breached all common decency and are employing disgusting, forbidden weapons banned throughout the known universe: Bagpipes. Really, it's now our sworn duty to fight them off.
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However, that might be a bit difficult since our goblins literally can't hurt fuckers like this. Uh, choking him with the airless wand might work?
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Actually, I've got a better plan. We've only got one of these, but where better to use it than here? (I rather wish I could build or buy these.)
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Fuck, the enemy has fartbags too. We'll have to retreat after all I think, those are quite deadly and aren't going to die to our weapons easily.
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But god damn that bomb did some work.
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We definitely overstayed our welcome, with the enemy managing to land some shots by rushing the door, dying, and then having their bagpipers attack.
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Even having made 10 kills, we still took most of the 1000 infamy loss we would have taken from just ignoring it entirely. If we'd have simply landed and left, we'd have lost 870 instead of 1000, which is a pretty trivial difference honestly.
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RIP two of our goblins that had actually made the cut. I'll have to recruit some more I think.
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Another research I hoped might unlock turrets, given it is vaguely defence related. No dice. It did unlock fire mines.
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And now I'm just researching anything gun related or that I know I've done before, on the basis that I unlocked a turret before so it must not need anything I've never seen before. This SMG is actually halfway decent on a high bravery unit, I feel like maybe it got buffed? I remember being very disappointed in this thing. It does lack accuracy, but ~44 damage on an smg is pretty sweet for how early I could have had this...
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Maybe this is worth getting. I don't remember it existing, maybe it's legitimately good?
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Finally got a dossier on these bitches, at least as a race. Damn shame we never caught one, though it probably would have given us lame intel like, well, this.
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We've shot down a lot of these cunts this month, but they just blow up. Thankfully, they don't cost any ammo in the process, dying quickly to our lasers.
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At long last, something that leaves a crash site!
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A bit of an odd one, it was just this hitman and a blood hound.
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Sadly, shps this small don't have full sized engines we need for our Kraken. We did take the hitman alive though, and got 8 missiles, which is a decent value in it's own right.
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Shot this fucker down over the Amazon. It's small, as opposed to very small, so I think it might have an engine to salvage. At any rate, it's totally worth looting.
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Another bit of research before we get there though. These are actually kind of exciting; quad stun damage makes them fairly practical for taking targets alive en masse from a distance, like when doing warehouse wars or comm towers. Even if I don't have the prison space for that, it'll translate to a lot of extra cash, which we could use right now. And obviously it's nice to be able to safely knock out a VIP from afar instead of leaving them to fire high tech weapons until all their guards are dead and we can send in someone with a stun baton.
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The ammo has some decent options gun-wise too; The manstopper might be good for things like drones that have some armour, and that upgraded Lunux SMG is looking pretty attractive with these clips available. The RCF Carbines are pretty long range too, so that's covered as well.
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Another month we squeak by financially.
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Well, sort of. I elect to do some spring cleaning and aside from pulling together over a million bucks, I free up a lot of space too. I actually loaded the game back up to sell off a couple dozen workers as well, which each cost us 5k a month to provide storage space we really don't need. Once I research our current tier of medical tech I'll 'sell' the fungus outbreaks that are draining our money and taking up space as well.
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,146
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I've never actually completed a zombie bait mission. The singers just made it way too brutal. Think I also didn't realize you could bring cats. Anyway, with the reward just being infamy, at least I didn't miss anything important.
 
Joined
Jan 7, 2012
Messages
15,257
I've never even seen one. Also never seen those zombies with guns, curious if they unlock anything cool when captured. Wonder if I was getting unlucky spawn RNG on my game. Well, I know I was getting unlucky because I also never saw Werewolfs, and they've been looking great tanking all game.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
can u even kill a tank in your main base?
Yeah we got way better shit for that purpose. Actual rocket launchers, plasma and chem weapons, that particle accelerator gun, and of course, Gumsmith with a big fucking warhammer. Actually, pretty sure I need to craft a new warhammer...

What happened to these capsules you had to keep fatally wounded Gals alive?
They've been used. We'll find out on who if/when we ever get the tech to bring them back. We also actually got 4 more from that space mission; taking the castaways out of the stasis pods gives you, well stasis pods.

I've never even seen one.
Gotta research it first, I think it requires having researched a live singer at least.
 

oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
Because we need the freshness, and also because it's cool, one of our nuns starts chain smoking inside the burning cabin.
pretty sure this was a scene in Sister Act
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
So, our downed craft turned out to be a church vessel. One decently guarded at that, at least for it's size.

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I'd like to capture those guys, but I'd like to not get anyone killed even more, and I dunno what guns they have, aside from what was clearly a gauss pistol on another guy. Time to pull out the kill-guns.
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It turns out there were only a handful of them, and this nice house in the middle of the map made it easy to get close to a couple and stun them, even in spite of their gold shields being really good at resisting that. Bonus!
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'Flechette Guns' apparently. Probably less dangerous than I thought, at least compared to the gauss. Sadly, no engines on this ship.
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Next we go for a chupacabra hunt. Naturally, we encounter 0 chupacabras and a bunch of these instead.
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They're actually quite annoying, being equipped with hover packs, some having lasguns and a couple types of grenades. We took some wounds here.
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In the end though, it was a decisive victory for us.
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Aside from capturing a pair, we got 10 grav units and a boatload of apples. Good stuff.
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The grav units reminded me of this autogun we researched, but apparently it requires those magic motor things we don't have and can't build. Lame.
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Another month gone by. Our maintenance cost is pretty brutal, but we're clawing our way back in infamy at least.
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Motherfuckers!
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I'd been wondering for ages why celatid essence could be brought on missions, thinking it was to be thrown like a grenade. Apparently it's ammo for these. Not a bad weapon, honestly. Chem damage is kinda shit, but an arcing weapon this accurate is pretty damned useful. Also, unsurprisingly, these deal massive morale damage. Would be great on a gnome with their 200+ bravery.
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Sent the fighter to the new enemy base to see what we're up against. Apparently it's a church base!
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Oh look he has a spellbook! Think he wants to share? I think he wants to share.
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400 infamy is chump change to be prepared for a future assault here. Those cardinals are scary, but honestly these guys are total chumps compared to the mercenaries or even the rimriders. Their golden shields do nothing to standard piercing attacks, which means we can just mow them down with sniper rifles and such. This is a base we could probably take. Though capturing cardinals might be more trouble than it's worth, it's certainly on the table if an easy chance presents itself. Going to need a vessel that can launch a proper assault force though, and I'd expect some casualities, especially if they have some of their crazy doublesword wielding ninjas.
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We hit the infamy threshold for the next rank! If bandit bosses count as faction leaders, we could potentially hit the next rank as well next month. I'm not sure how dangerous these hideout attacks from govt factions are, but given that some of our bases are still nigh defenseless, I'm going to put that 'Family Ties' thing as a high priority.
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Unfortunately, Family Ties is not on our list yet. I've got a vague idea of what might get us there however. More importantly, we've got 2 new potential contacts, who both seem like totally reasonable people!
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This seems to be some plot related shit, as I'm certain it happened in my last game to reach this rank as well. No idea what it portends for us, if anything. I wonder if it'd be different if we had a base there?

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The news tidbit we got for free unlocked a research project for the new queen. Interesting. Might be what gets us to family ties? It's cheap so it goes on the table at our secondary base with only 2 researchers.
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Seeing attacks already. Fortunately, it hit one of the defended bases.
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I'm sorely tempted to pick up an engine from the black market to start on that new ship, but god damn that's a hefty pricetag, especially seeing as how we need 2 of them.
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Another small craft to shoot down. Fingers crossed it's engines don't explode.
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Well this is cool. I'm assuming it's related to our new rank, since we haven't finished any remotely related techs recently.
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I assumed the green codex was going to be all about medicine, but it seems it's also heavily related to zombies perhaps? I can think of a ton of cool possibilities if that's the case, really looking forward to seeing the results of those researches now.
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Ah, and we got... whatever these are. I can't research them yet, infuriatingly.
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Fuck it, between these things and the mystery box we've got sitting around, voodoo is our new priority. Time to learn us some mysticisms to go with our other various -isms.
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Civ ship was looted with barely a fight. Sadly, it has a pair of small engines, not a single large one. Argh. It also had lame loot. At least a couple goblins got some target practice.
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And here I was thinking this was going to be what unlocked green codex stuff. Well, it's also likely needed for school project.
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Damn, I really want all three of these. More of a long term project though, as the latter two will require further research to pay off, while the prison is likely expensive to build.
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We do now have a new most profitable way to employ our workers though! The profit is about 25% higher than apples. It requires chemicals and sectoweed as inputs, but we've got a large stockpile of both. I'll build these at our main base and ship the apples to avalon to make money faster there.
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It looks like our enemy base isn't even in canada, but the wasteland north of it. That's a relief, we can probably leave it be for now instead of scrambling to take it out before bad things happen. Hell, maybe it can shit out some shrine ships for us to loot.
kz8KWSO.png
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,146
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The church does have a lot of chumps, but chryssalids and exalts are quite scary in base assault. I would certainly recommend trying to capture a cardinal, high rankers like that are rare. If I had seen one standing so close to the entrance I'd be sorely tempted to dive in.
Green codex seems cool, I kinda regret picking gray over it.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
I would certainly recommend trying to capture a cardinal, high rankers like that are rare. If I had seen one standing so close to the entrance I'd be sorely tempted to dive in.
Yeah, I was surprised to see one so easy to snatch. Only two crew though, and not even close to equipped for an attempt. I've caught one before in a previous game, they're incredibly dangerous though.

Update!


So, I'd forgotten what craft I'd actually shot down and showed up to this a little underpowered it seems.

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Spooky. Not sure how deadly they are, but they're probably fairly fragile.
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These guys I'm more concerned about. They can be easily handled from a long distance by abusing their slow movement and poor vision, but we've got one 3 feet from our door. Stupid shitty moon bus.
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Hmm, maybe some howling? He must have stun resistance, but I recall he has low TUs and it'll bypass the armour...
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Aw fuck.
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Plan B works great though! Seems pig guys are weak to psi stuff. Big burly brutes in general seems to fall for this crap pretty easily.
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We even pulled off the possession, our first in the run!
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Free peek at his stats too. Nice. Yeah, shitty TUs and howl apparently didn't even touch them? Or maybe you get TUs restored when possessed. Probably that, or he'd have reaction shot us. Very good to learn that.
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We try to turn him on his buddies but he gets guned down by reaction fire just for turning. Damn. Right through all that armour too.
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Well, I brought 3 bug-eyes so lets get a peek at who shot him. Should be safe if he just burned some TUs...
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Err, nope. Same dude fired again, killing both the werewolf and the bugeye behind him in a single blast. What the fuck is that gun? I want one real bad.
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Alright, we clearly can't stay here and fight these fuckers, but I won't accept a total writeoff. Echidna gets sent out to collect the downed enforcer. She's got like double their reactions, so even with full TUs they shouldn't fire on her.
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Success! We spied more of the enemy on the way back too. A dangerous ship for sure.
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These guys are new. Probably also highly suceptible to mind fuckery.
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Welp, we lost another werewolf and a bug-eye, but it wasn't Lightbane, who's been getting the most xp.
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I did a bandit crash next, and while it was uneventful, it reminded me we have these electric rounds unlocked. Apparently they do way more damage than conventional rounds!
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The exact ratio varies, but it's quite substanital, on top of being a better damage type in most cases. Now I want this stuff even more.
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Some of it has weird properties too, like this carbine ammo firing 2 pellets. Seems dumb, why would you want a spread on a sniper weapon? Especially with only 2 pellets?
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Alright, gimme the voodoo!
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Jackpot! We can research the box now. The other two are less exciting. I've done all three before, the UAC vaults are kind of decent missions but tedious, and the voices of the dead thing did... something forgetable.
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Another megapol craft downed. I want their snazzy guns.
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This time they aren't surrounding us.
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We end up putting all but one of them down, and then terrify the shit out of him so he surrenders.
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All plasma weapons. Megapol is pretty fucking well armed it seems. Still no ship engines.
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Got this one finished up, but no base turrets unlocked. The ammo itself seems lame too. Armor pen is nice, but not when you take a hit in power and it mostly applies to weapons bad at armor pen anyways.
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Yeah, maybe the CAWS would be okay, but it aleady has AP rounds.
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Dossier on the PCMs. Forgot they are chem resistant, not that it tends to be relevant.
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My favourite contact so far. Best granny ever.
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Knowing her unlocks quite a few research paths as well. Good stuff here too, the armored cars are quite nice and have various versions with miniguns or rockets etc, the gyrocopter is presumably our first flying vehicle in combat, and both explosive munitions and acid mortars sound very promisng.

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She sells a bunch of stuff too. It's not all great, but it fills some gaps in our arsenal.
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In particular, we can now simply buy mortars!
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Mortars almost feel like cheating on large maps, definitely want some of them.
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New enemy to shoot down. Looks dangerous.
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It went down surprisingly easily though. Those seagull missiles are expensive, but damn they do good work.
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Before we get there, we got this one to talk. I forgot they have hover suits. Or maybe they can't hover but it just lets them carry tons of shit? Whatever.
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Canadian royalty has tumblr hair. Why am I not surprised.
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On site of the recent craft shootdown. Nothing in sight so far. Worrying. Maybe smugglers? Those stealth cats are a terror.
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Something took a potshot with a weird weapon, it only did a bit of stun and morale though.
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Huh. I've no idea what that is. It's face is a weapon?
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Unsurprisingly, it's fairly tanky.
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Well, good target practice for Modron then. Rack up those lady luck titles bro!
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Welp, their turn now.
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Ah. Mind fuckery. Makes sense with the weird shit the cyclops was doing.
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He ate some energy blasts too. Pretty fucked up, but that sutn might keep him alive if they shoot more.
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Time to bring out the big guns.
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Hmm, concerning.
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They threw a grenade or something at our werewolf too. He also got possessed, so I don't even know if he's still alive.
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Weird looking fucker.
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Seems to have shit aim and a deathwish, but good reactions. That gun looked heavy, lets try take him down while his TUs are spent.
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Swing and a miss. Fuck, she has like 140 accuracy, how did she miss?
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...and the return fire was instant, accurate, and utterly deadly. Jesus christ what are we up against?
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I can't miss a chance for revenge though, and Gumsmith puts the fucker down with the first laser to hit. Glass cannons it seems.
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This shit is getting annoying. Werewolves can be real dangerous if they get into melee.
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Who the fuck is this? He's got a blue shield.
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Oh it's on now motherfucker!
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Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,146
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Seems dumb, why would you want a spread on a sniper weapon?
Less chance your shot ends up doing 3 damage due to a bad roll. 2 shots will have less variance than a single one.

Waspites are 'fun'. I haven't managed to get their stats, but they seem to have roughly infinity reaction.

Truly a shot down star god ship can only end well with your soldiers :M
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,853
Obviously, the smart thing to do at this point would be to run away with our captive cyclops and call it a win. But we have a motto, and it isn't "Flee from the Star Gods"

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Modron lands some bullets on the shields, confirming that the block piercing damage just fine. He takes some reaction fire as well, confirming that the star gods are pussies that can't even kill an ogre in one shot.
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Their turn. Modron is exposed, but for the most part we're all still in the ship.
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This is probably for the best. It's a liabilitiy at this point, I don't want it awake, let alone near my crew.
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Nice aim dickhead!
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Modron may not have the skill or weaponry to reliably deal a lot of damage here, but he can lure out reaction fire to ensure the people who can are able to fire safely.
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Lasers also blocked by shields. Well, that was expected, but the Fatty also puts out a lot of raw damage, even if I only fire it once per round to give us leeway to return to cover.
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The enemy numbers seem to be thinner than I expected from a ship this size, we're not seeing much of a counter attack.
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Our werewolf is back on his feet. He's actually in a great position to act as a spotter for us.
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And spot he does! He finds another Waspite instead of the star god though. Howling didn't work though, sadly.
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Though he does spot the star god after we shoot the waspite with Gumsmith. This one manages to survive. Superior back armour maybe? Or previous shot was lucky?
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Ceres moves out using the hill as cover, either to retrieve the sleeping cyclops or to bumrush the star god if it gets closer.
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Werewolf draws fire on their turn. I could have maybe pulled him back to cover, but again, I don't want him sneaking up on us later.
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RIP brave dog-man.
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Prisoner acquired!
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Eat flaming death fucker! Apparently the shield also blocks concussive damage.
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More turns go by, we're just having Gumsmith take potshots from the door mostly.
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Wiithout the werewolf, Lightbane has to serve as our spotter, popping in and out of the craft along with Gumsmith.
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He took a hit at some point, but the armour absorbed pretty much all the damage.
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Another Cyclops Guard showed up at some point as well, and this waspite. So far the Waspites are the most dangerous it seems, although the other two are extremely durable.
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Tits loses her mind and tries to blow herself up. Fortunately her aim was kind of shit.
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Damn, that's a hefty hit and some poo morale. We're still in this though.
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Another waspite goes down. They're dropping like flies!
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I try to have Modron knock Tits out to avoid her going insane and walking out into enemy fire or worse, but he whiffs the shot.
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This could be pretty bad...
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Well, that's not so bad after all.
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Some more :popamole: occurs with the craft door and we eventually put the cyclops down as well.
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We keep suffering occasional psi attacks, but most of our crew is too brave to lose their shit in a single turn.
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And we've got some morale restoratives. The stun buildup is also an issue, but again, we brought some supplies for that.
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The enemy hasn't even been spotted for a few turns now. I wish I'd brought the parrot along, it's basically meant for exactly this circumstance, even if it can't see jack shit at night.
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More turns crawl by. Is the enemy nearly routed? We're not even getting psi attacked any more.
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Lightbane gets sent out to scout, as the one with the best vision and also the most expendable.
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I try sending Ceres along the other edge of the map, and she spots a waspite.
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3 direct hits from the plasma pistol and it didn't even touch his health, only damaged armour. What the fuck? Are these thing basically immune to plasma damage?
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Well, I don't really want to see Ceres get minced by plasma shots at point blank, so lets try send Relm in to stab the fucker.
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She misses a couple swings. Thankfully, on the enemy turn it's attack is harmlessly deflected.
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Well, mostly. We took a hit from something to our right armour, but we're mostly unhurt.
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The waspite took to the air so we can't try for more stabbing, but we brought a painbringer along and try unload some chem rounds up it's butthole. This also merely damages armour, which is typical for chem damage but I was certainly hoping it would get through like the lasers. Feels like these guys are kind of like the ghosts, with damage immunity to most things but a weakness to lasers and maybe something else.
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More plasma rounds to the face, again, no health damage. Aggravating.
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We move out of the way and Gumsmith kills yet another one. All hail the Fatty, king of guns!
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Meanwhile, Lightbane finally spies our errant star god. I'd go all kung-fu on his ass, but uh, Bugeyes literally can't throw punches and I didn't give him a melee weapon.
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I instead took cover behind some rocks on the hill and tried a psi attack, which predictably failed. So did the cover. RIP Lightbane. :salute:
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We're starting to rack up a lot of damage and losses, but the enemy has been as well. I'm considering withdrawing at this point, but since we're right here, I figure...
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Motion scanner reveals the ship is empty! They really must be on their last legs then.
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Fuck it. I don't know if cutting damage with be effective on the shield, but I'm positive a potential 800+ damage in one turn will put a dent in just about anything. We're going in.
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Tis but a flesh wound!
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In retrospect, we're no past the magical turn 20 mark where enemies will start coming out of the woodworks. I should have held a safe position and waited for them to rush us.
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And sure enough, we see a lot more enemy activity suddenly.
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Another Star God! This one has an inferior weapon though.
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We're fucked up, at low morale and freshness, without the energy to run back to safety.
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No retreat! ATTACK! It seems their shields handle plasma weapons as well, but not very well, as we caused a breach!
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Sadly, this mortar was merely a smoke round, as the craft wasn't loaded properly with enough HE shells. However, smoke will do fine for providing cover...
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One strike is all we get.
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WE HAVE SLAIN A GOD! :mob:
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Do your worst, alien scum!
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Aw fuck, the other one had the good plasma gun didn't he?
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Shit.
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Fuck. Alright.
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Crap. Okay.
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We're down to one conscious member, and there are apparently still a couple more enemies besides the other star god remaining. This is looking... quite grim. Relm's got the energy to sprint back to the ship though. If we can revive some allies, we can maybe still get an outright win. At the very least, I really want to retrieve the Fatty. It's worth more than the rest of the loot on this map combined as far as I'm concerned.
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Spooky turn, but no enemy shots.
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We're out of canteens, but the medpacks have a stim function thankfully. We can't heal our own stun, but we can revive someone at least.
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Damn. We'll have to build a statue. :salute:
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It is at that point I realize I'm takin utterly massive stun damage each turn. Having the UI cut off that freshness bar at the bottom has kind of fucked me here; I didn't notice how low it was.
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Guess it didn't matter anyways. What I thought was cover turned out to not be.
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We're down to a medkit and a prayer.
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At this point, a victory or even recovering the fatty is off the table. We're going to have to revive Relm or Modron, drag the other back to the craft and retreat with the satisfaction that we at least killed one of them and took a prisoner.
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However, in the end, it was not the star gods that finished us off, but that backstabbing bitch, mother nature. I've got not enough TUs to reach modron and revive him, let alone the ship. I should have fed the stim to Relm, or left her for dead and tried modron instead. I didn't pay enough attention to our stun level.
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Only hope now is that Modron or Relm can wake up as Tits falls asleep.
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:stunned:
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:negative: We were so close to winning that map entirely. I should have just fled with the cyclops when we had the chance, but I had to avenge Average Manatee. RIP 7 of our best members.
:hero:

(Okay, 6 of our best members, Modron was basically a green recruit/)
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Afterword:

So, given that absolute catastrophe, I feel like this warrants some extra explanation beyond the play by play narrative. This might seem like a purposeful suicide run; obviously the star gods are going to be incredibly dangerous, and we weren't ready for them. I was expecting a ship full of mid-high faction enemies, not that shit. And to some extent it was. It wasn't so much an attempt to go down in a blaze of glory as a desperate gambit trying to get us back in the game. Despite the recent tech advances and the slow rebuilding of our squad, things still seemed pretty bleak to me. I've got 2 basically undefended bases I expect to lose before I can build them up, and we're about a year behind where we should be in tech, I think. I'm still missing some really basic stuff I'm baffled we haven't stumbled upon yet, like the Shadowbat or the base defense cannon (I think it's like, a twin 30mm gun or something?) So I figured taking a big risk here to capture this ship and whatever treasures it might hold could turn things around. And if not, well, at least we got a worthy place to die.

The run isn't technically over, obviously. We could still, theoretically, recover and win. It seems unlikely to me; mostly due to the financial situation. Aside from losing all that crew, the ship itself, and the majority of our best equipment, there's the opportunity cost of all the missions we're no going to miss out on while I acquire a new ship, new suits of armour, new weaponry and so forth before we can fight some more. I think I'm going to bite the bullet and buy the engines and try to build the Kraken. It's probably not even worth it, but I want to at least know if it was worth building or just a waste of time to have even researched it. Maybe it's amazing and it'll let us snowball our way into untold riches, we'll revive everyone in stasis pods and it'll be a glorious comeback victory. But more likely we go broke at the end of the month unless I sell off like, all of our god damned treasure, and we just kind of shamble along until falling too far behind the tech curve finishes us off when gauss hovertanks show up in our base and kill us. Or maybe a Star God revenge assault, and we can see a Sectopod. Those are fun!

I don't want any tips to save the run or spoilers about which tech we should have taken already; but if there's a general consensus to really buckle down and stick this run out, or just end it in a blaze of glory with a raid on the enemy bases and start over, I'll go with that. Also, in the (seemingly likely) event that this run does end in the nearish future, I'm definitely starting over. As mentioned before, I'll probably get back to this level of strength pretty quickly in real time- battles like this one or the mansion takes 3-4 times longer to write up than they do to actually play, and without the various handicaps this run had (Unable to recruit gals, my fuckup regarding getting the back to school tech, taking a bunch of missions I knew were going to suck for the sake of showing them off to the LP) we can probably reach this tech level and a way better level of wealth and roster strength like, at least a full year earlier. I don't want to make promises, but I feel like we could get back to say, being able to build the hunter killers a couple weeks from now IRL if I just ditched the run here and started over.

So, if we do start over, whether now or a couple weeks from now after a struggle, what codex path should we take this time? I've still never seen red or gold, so I'm voting for one of those, but I'll go for whatever gets voted for, even another attempt with the green codex would be cool, I'd love to see those perfect gals really shine instead of getting sacrificed for progress like they were here. No codex (selling the hull and drill) is also an option we can take. It's an interesting one, but also the one I've gotten furthest with before, and therefore aren't too excited at doing myself. Again though, I'll adhere to the vote. Base location will be decided strategical by me this time, according to choice of codex and path (Catgirls/Gals/Peasants... we're not doing the male one again, that was suffering.)

TLDR; Still no backseating, but let me know if you want to see a restart or drawn out struggle, and which codex and path to do if/when we wipe.
 

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