Thread #2357759
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Outfitting time
>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: >>2317887
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>>2357774
its rum, its healing potion
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>>2358357
Like so many things in IT, it's not used because it makes things better.
It's used because it makes things faster/cheaper to produce.
I see it mostly a gamedev benefit, as it allows easier asset creation. 3D meshes+textures can also save on disk space compared to excessive high fidelity spritesheet variation though it is very rare for this to become a problem.
Of course, any player who *wants* 3D games would have to be a fucking retard.
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>>2358357
I've noticed the opposite pretty frequently nowadays. A noticeable portion of the current generation is very tired of all the AAA 3D games that all look the game and jizz their pants when they see nicely stylized 2D or high-quality spritework. It certainly helps that streamers show them older games so they can go "games used to look like this?"
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>>2358842
Biggest early game xcom files problem are shitty landings, without a doubt at some point you will face a bullshit spawn point where you're surrounded by 30 zombies or a guy with RPG is facing you turn 1.
Just leave, you don't have to win every mission there will be enough opportunities given to complete all essential research(promotion 3) before 1999.
Second most important thing is to move away from pistols as soon as possible, any rifle is a major improvement.
Third you will need at bare minimum three xcom bases by 1999, there's a craft that has limited range but carries 16 dudes and you will really want that to take out enemy HQs.
That should about cover the basics.
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>>2358842
I don't think a loss spiral is really possible. Not early, anyway.
As for what to look out for: Some of the monster investigation missions can spawn pretty dangerous creatures like spikeboars that might be too much for two dudes in a car with handguns to handle. Just evac if you're not certain it's safe.
Other than that, just progress the tech tree to get better gear. You start with fuckall so even access to basic rifles and grenades represent a massive capability leap. Try to do every cult safehouse/outpost/whatever that you can in order to loot wads of cash / money briefcases / money bags.
Try to do covert ops stuff as early as possible, even if you have to use melee weapons only. It's pretty profitable.
Final tip is that 99% of XCF progression is tied to live captures, whether they're cultist members or alien lifeforms. So get used to the tools of live capture and make a note of trying to capture atleast one of every kind of enemy, though for some parts of the tech tree you need repeats.
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Really looking forward to the next update, not really because I'm interested in snekgirls, but because I'm percolating the idea of doing a sort of unique challenge run where I completely forgo the use of the big 3 damage types (piercing, laser, plasma) and see how far I can get before I want to blow my brains out.
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>>2358945
...you realize oxce has zoom, right?
Axonometric 2D games can also do 90 deg rotations as long as the maps are always built with simple stock sprites and never larger unique setpieces.
But having to dick around with camera settings is a negative, not a positive. It always detracts from gameplay and usually the reasons to do it stem from poor map design where walls obscure enemies/items and make things harder to click. It's a problem wholly created by designing spaces in perspective 3D.
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>>2358845
>>2358855
>>2358946
Thanks anons, I shall give it my best punt later on. I just had some nasty memories of previous games/mods where it was pretty much a "if you dont have X by Y you get folded", I think Terra Invicta had something like that IIRC.
I'll do my best to not waste my test subjects, but sometimes its just too tempting to not risk the stun shot and keep your agent alive!
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>XCF
>recent github commit
>"sniper rifles streamlined"
>oh neat, they could use a good ner-
>massive scaling accuracy buffs for all sniper rifles
Why is he like this?
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Saw this in oxce new suggestions. Looks fucking rad
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>>2360620
Worthless gimmick if your soldier can't shoot knowing what blocks the path solves exactly nothing. What's the point?
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>>2360628
Theres flat out unable to be made shots, janky shots that can hit anyway, and shots you "can" make but are deceptively hard. I WILL use this.
Besides that it just fucking looks cool, like bodycam footage.
They also seem to be looking at voxel textures.
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>>2360620
Nice, but it would be much better if it also outlines the tile your cursor is over like >>2360631 says. I've used the first person snapshot before and while aliens do get shown in a different color (purple) it can still be hard to figure what exactly you're looking at, or how much of a target is actually exposed. e.g. see image. Is the center of the Ethereal here exposed? Is a 100% accuracy shot going to hit the cover or the Ethereal? Would a missed shot ironically have a better chance of threading through the window and hitting the target?
>>2360631
Now this looks amazing and useful. I guess whoever did this is having trouble reconciling hitboxes with graphics though, since it's screenshot containing simple elements (should be easy to do though, just have the hitbox voxel cut out any graphical voxel that's not within it, and have a 50% transparency where there's no graphical voxel texture).
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>>2360802
The picture in
>>2360631
Is actually from the DOGS perspective. I don't think they are letting me check any points pov if you can't reach it.
I wonder if voxel images for units are possible with this too. This would help understand possible shots better.
But yeah overall, this fear excites tf out of me. I almost wonder if this could be a possible jump into a full first person shooter type view or generalized 3d view, since I don't think it would be TOO much a jump, if all that stuff is also done
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>>2360815
There's nothing in that post that implies anything to do with being able to move the first-person camera around. Why did you mention the fact that it's from the dog's perspective like as if that wasn't obvious?
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>>2360631
>first person POV of a gnome in the tentacle lair
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The specifics vary depending on the type of infiltration and location, but Light Pistols, metal pipes, axes, baseball bats, brass knuckles, and the glorious Quillbow are common go-tos for the most strict types. Conversely, the ones in which you have your choice of suit as long as it isn't overtly armored are far more lenient and you'll want magnums and SMGs for those.
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>>2361157
Oh, "Labor Gear", isa that the correct one? Its just a load of shit. : ( I guess I should stop selling all the bollocks I loot from missions!
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>>2361161
There’s an option in the menu for everything. Or should be. In piratez there’s Stone Age, 0-G (zero gravity), stealthy (undercover), etc. Files is the same way. It depends on the mission. Sports has different loadouts, scientists has different load outs, etc. It’s been a long time since I’ve played files, but there’s also religious loadouts.
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>>2361116
For the most restrictive missions e.g. the beach missions. I take melee weapons and fire extinguishers to produce smoke. When dogs are available I take them too and they trivialize the mission. All the early restricted ranged weapons are trash so heavy amounts of smoke and melee is the way to go.
>>2361204
All graphics are sprites, while all hitboxes are voxels. Honestly, the amount of work to remake everything with voxel textures would be extreme, not to mention getting the various terrain spriter's permissions, so I don't think a full conversion would ever happen. Remember that time someone did a tantrum and the megamodders had to change all their terrain? It might be doable for vanilla though. They'll be better off mapping the sprites to the voxels, although the result would be janky as fuck.
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>>2361260
>Remember that time someone did a tantrum and the megamodders had to change all their terrain?
How the fuck did the project even survive to this day if their licensing was so retarded that one tantruming faggot can just tell "nuh uh I take my toys away" and they have to comply?
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>>2361511
Honestly dioxine and solar literally made a "we have resources packs at home," version and hobbes got disliked in the community. Fortunately its realitivly easy to make that shit though.
Still cost like 3 months of piratez dev time but people still hate hobbes for his bs.
I don't think it would happen again though, both because its kinda social suicide, and because the community wouldn't want it to happen again and would probably prevent it.
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>>2360620
>Saw this in oxce new suggestions
I'll give it about 1% chance of getting implemented. The head dev is autistically obsessed with preserving somewhat arbitrary purity of oldcom vibe to the point of flat out denying QoL additions and this to me strongly smells like something that will trigger his 'tism.
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>>2361517
You sure are a blackpilled doomer huh? Several high tier devs seem interested, so I'd be a little surprised if he flat out shot this down. It also doesn't seem to compromise anything Vanilla, since it grabs already existing first person data, and just tacks on so.... I'd be a little more optimistic.
I'd agree normally though, but only IF this messed with anything Vanilla wise. Which I'm not seeing.
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>>2361511
It's not that the licensing on the map assets was retarded, just that said tantruming faggot was very, very annoying. He had no grounds to retroactively revoke permission for use of his map assets, but modders did it anyway just so he would shut the fuck up and fuck off to BattleTech. Overall map quality increased as a side effect.
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>>2361511
The funniest part is that the hobbes tilesets were genuine dogshit and the game is better without them. You can watch starvingpoet's LP and you can immediately tell which ones you don't see anymore and I'm glad they're gone.
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Is there a way to make multiple presets of equipment for each gal? I know you can save one set, but redressing them even one way takes too much time.
I am starting to have predetermined separate crews for each type of mission as the result. In a way, this also means branching of my force into army, navy, specops, and space force, so it is kinda cool. The "army" has armored vehicles and anti-gas equipment, they hit pogroms and ships, the "navy" dives and doubles as spec-ops for mansions, the catgirls go to orbit and do mostly melee there, and I also have a zeppelin with humans and goblins that go for slow tasks like city raids or caves (I dont do caves tho).
Also got some bugeyes, an ogre and three gnomes, but I'm not sure where they are supposed to fit in.
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>>2361659
Yes, you get a number of general purpose equipment layout templates (F5/F9) in addition to everyone's personal (S/L) equipment.
The first 10 equipment templates are also quickly accessible through number keys 1-0 and if ten's not enough, you can increase oxceMaxEquipmentLayoutTemplates in options.cfg.
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>>2361660
Templates dont switch armor, plus each gal has her own custom weapon/ammo combo adjusted to her max carry weight, and templates just throw on whats in the template. I guess I could generalize the layouts a bit, but I like them having a "personality" around their gun too. Plus its a bother for unique characters like throwing/bow pro, minigun hover gal, the wand gal, the swordsgals, etc.
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>>2361659
Loadouts are completely a personalized thing but I find it kind of pointless to be creating full sets for everyone. There's just too many mission types, loadout restrictions, tech level keeps progressing, you'll spend more time dressing up your dolls than actually playing the game.
I just stick with single universal loadout, everyone no exception carries a medkit and a pocket sized melee weapon, maybe a utility grenade if I feel fancy. From that point you suit up and give people primary weapon and that's it you're ready to go.
I find it that many people have this urge to stick as much crap onto their soldier as possible only to never use anything but their primary gun.
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IMO the best way to make use of the two loadout saving systems is having a unique personal loadout for everyone and then a bunch of generic universal loadouts for different mission types like space/diving/caves/srl and other alternative equipment sets.
That's for Piratez. In Files I never use personal loadouts, just generic combat roles.
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>>2361682
For me the custom saveable loadout is army for everyone and "space marine" for catgirls. But this makes me hesitant about infiltrations and sea missions.
Although for sea I recently used a loader exosuit with a big blade and a harpoon carabine, and cleared a deep one migration solo, 40 or so frogs. If I can keep around roughly three diver/hwp specialists then maybe it is a solution.
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>>2361511
Project? It's just a megamod, with lots of stuff from various different mods, so it won't affect everything. Also usually they just have to hope someone doesn't throw a tantrum, basically.
I don't know the details but I'd like to point out that by law, most things that someone creates is covered by copyright. The chances of that faggot actually involving the law on this is basically zero, but it is a fact that artists have the law on their side if they want people to stop using their stuff, even if it is complete violation to the ethics and culture of modding society.
From this >>2361580, you can see that Dioxine did the right thing by law, including the bit about keeping the bits that Hobbes modified, because if Hobbes complained about those, he would be hypocritical and/or implicating himself unless those works were explicitly released under a license that allowed ownership of derivative works (very unlikely), especially since it's likely he just recolored them or some shit and didn't actually modify them enough to be considered his own, new work.
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>>2361598
I'm not sure if its dos vanilla, oxc vanilla, or oxce, but the base first person data is by no means new, if a little obscure. Its existed as a thing you could export as images for years, so functionally its ALREADY been in the game, so adding this as a feed on the side doesn't effect vanilla capacity.
Even if it didn't, the first person render is still basically just grabbing all 3d data which also already exists, and mapping it to an image, which also wouldn't "damage" vanilla.
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>>2362026
Yes, the textures are being worked on, yankes, meridian, solare, and dioxine all seem impressed, and yankes is outright even assisting.
This is why I'm saying I'd be surprised if this wasn't added to oxce, because it basically has the 4 biggest people at least interested, if not involved.
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>>2362067
This is why I stipulated that the first person render already existed, and had existed for a while, from the absolutely already existing 3d data.
His purity tism is mainly of adding something would ALTER vanilla, dos equivalent gameplay. None of this would, its all basically bells and whistles.
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>>2362004
The fps screenshot with textures and all that could lead to some funny pictures
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>>2362082
You clearly don't understand what you are talking about.
Altering vanilla = any shit that WOULD alter the core game by its design. Not MIGHT if you enable it, not "well i can turn this on if I feel like it" , WOULD. SEVERAL things have been added that fundamentally alter vanilla if enabled, like extended accuracy, explosive heights, aim offset, ect. But all these can simply NOT be used, just like this could.
I think an example of something incompatible with that is like brutal ai, which is its own fork. It CANNOT run Vanilla gameplay since brutal ai is baked into the fork. So even if brutal ai is amazing, it won't ever be default oxce because it would fundamentally change vanilla in a way you can't disable.
That's the core of his tism, hes not a purist like faggots in doom community who want boom dehacked only, he just wants the core oxce exe to, be default, not alter core mechanics from dos default. IE, if you CAN run oxce identical to dos, its fine. If you can't its a problem.
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>>2362191
Final mod pack was (i believe) the first megamod for oxc. Its basically vanilla xcom but with far more content. More research, guns, items, Armor, enemy races, ect. Much of it got rolled into xcom files mod.
Its not a bad mod, especially as a beginner dive since it has a lot of diverse options without adding tons of mechanics to understand.
Sounds like maybe they pack fmp inside oxcw by default now which isn't a bad call? Though its kinda dated compared to other megamods like previously mentioned xcom files.
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>>2362192
Should I give it a whirl, as someone coming from having played vanilla XCOM and Terror from the Deep back in the day? I notice there's an "extended" version on the mod.io thing they're using; is that worth it, too?
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>>2362194
I'm not sure if the extended version is the same as the one you have (probably??), but I presume it is if it specifically comes with openxcom extended. I would absolutely recommend at LEAST running a 3 in-game month campaign to get your feet wet with modding. Modern xcom modding has fantastic stuff, and FMP is enough to see potential, like the start having all kinds of different weapons. Shotguns with buckshot, compact smgs, sniper rifles, flamethrowers, grenade launchers, and that's just stuff you got from the start. There's also tons of melee weapons, which use a SET the cost to swing instead of a guns percentage, meaning someone with enough tu's in good position can hack multiple aliens apart.
It also lets mechanics shine more, like armor was probably never a serious thought outside tftd or "more armor good" and "bigger numbers hurt more", but in that, damage types matter more, and stuff like shotguns absolutely rip sectoids in half, but also completely fail against something as lightly armored as a cyberdisk.
Would absolutely recommend if you had a good time with old x-com
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>>2362509
Its actually based on your firing stat, not accuracy. Accuracy fluctuates based on firing, shot used, and distance (if snap) as well as injuries. If it was like you described, aimed shots would do almost twice the damage, and I don't think they do.
My guess is it allows snap fire to become much more reliable leading to exponentially better shooting if you can just use snap shots and fire twice as much
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>>2362497
I'd definitely call it a quality of life buff. Its been almost synonymous with x-com having the old struggle of "nigga how the fuck you can't shoot them?!" To the point its just dismissed as xcom jank. Aim offset helps, but this as well might make those problems significantly reduce. Probably not entirely go away, but far better.
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>>2363395
Coming soon™
Seriously though they usually have about a half a year between updates so probably soon?? I seriously hope the first person render view will make it in because I don't want to wait for it .
But there's also no set schedule.
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>>2363445
Dio has considerably slowed down the pace of new releases since something like 7 years ago. I remember him releasing a new version every 3 months, back circa 2018-2019. Admittedly, that was during the new events tuning period, but he has definitely increased the interval between builds.
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Has anyone tried X-Chronicles?
https://mod.io/g/openxcom/m/x-chronicles#description
UFO Defense with magic and monster hunts sounds like my cup of tea, but I'm not sure if it's polished enough.
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>>2363962
It isn't. The power gap between the best armor and guns you can get without magic and the first tier of magical armor and guns is immense, and so is the interval between them. Your enemies, of course, ignore this interval, resulting in stuff that can instakill you and you can't do much about with what you have.
Then you have transformations and use of the aforementioned magical weapons and armor. All of that is locked behind a certain base PSI level, which can't be trained, meaning if your dudes don't have that level from the start they're fucked.
Finally, it feels rather small for a mod. It doesn't really end up adding much. Maybe it's because I'm too used to megamods so I'm biased.
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>>2365664
When I got too lazy to bring seductress to missions I found a use for chem ammo, death blossom/chem 1-2 autos will usually strip down enough armor of power armored targets to stun them easily, worked on academy scientists, guildmaster, armored gnome, marsec bodyguards, just about any target that's annoying to capture alive.
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>>2365664
I looked down on chems at first, but it's by far the most consistent munition for general purpose use, in practical terms. Goes through most shielding, will (eventually) burn through all armor, and quite killy once it does. This actually makes it, in my opinion, the superior general purpose round instead of your basic piercing bullet.
Also, if you've never tried the flak cannon, use it with chem rounds and see what you can make it do.
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>>2365874
I feel they're so-so. They seem to have a narrow niche as being the go-to round for big damage against HP sponges (like zombos) early on, but are quickly outshined by more specialist rounds really not too long after like electropulse (unless you're currently getting shafted by RNG and can't find sci-books).
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Can I get some directions on the starting research on Rosigma? I'm not really sure how that difficulty option research works and I should pick one of the 3 factions research first, right?
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>>2365931
"The Emperor Protects" gives you access to everything in every faction. Space Marines, Sororitas, Inquisition, Imperial Guard, everything.
>one of the 3 factions first
There are 4. Choosing one will lock you out of the others.
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>>2365874
Its selective is usage, but its not bad against beasts, zombies, or anything low in armor.
Its also easier to acquire than other specialty rounds
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>>2366015
I wonder if xcom can be rebuilt with voxels from the ground up. With the purpose of it looking like classic from isometric perspective, but actually fully 3D. Like that doom mod with voxel monsters.
Problem I see with that is that it might not look good in 3D, without some fancy lighting at least, because all levels have same height. Very low ceilings as the result. Might feel a bit like early first person dungeon crawlers.
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>Eats HE, incendiaries, and slugs
Does the Vampire Knight in XCOM Files have any weaknesses?
They show up early in the game in the monsters vs military missions. I don't want to run away and let all those soldiers die
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>>2366346
how early are we talking?
>I don't want to run away and let all those soldiers die
unfortunately you might not have a choice depending on just how early this is
vampire knights are tanks... your best bet is probably some high damage kinetic weapon, or something to shred off armor.
their armor is not that impressive overall unless we are in promotion 1 territory, the real problem is their 240 hitpoints with no bleed
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>>2366361
>the real problem is their 240 hitpoints
Thanks anon. This is helpful. And they must have resistances too. No wonder they soak up so many hits.
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>>2366384
>And they must have resistances too
nothing particularly outstanding from an early game standpoint... unless you were trying to cut him with a blade? but i can't imagine you would try that when he wields a giant melee weapon.
i think simply getting a sniper rifle with the damage boost and shooting him repeatedly should work, if you have any of those. 55 front is a lot, but snipers can easily deal 100+ damage even early with a skilled shooter.
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>>2366346
They aren't immune to incendiary. Fire is one of the few damage types that subverts a lot, and I've literally stun locked one for multiple turns with an agriculture flamer. So probably that, all the fuel you got, and your hardest hitting round to the back. Good luck
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>>2366444
Its not insurmountable. A 44 magnum does 40 base damage with 0-200 % spread, and standard 100% resistance. Meaning if you roll when a little high you are doing damage, and can do up to 33 damage a shot. Taking them down isn't a quick process, but its possible.
Use fire like I said, they panic like anything else, and fire hurts morale bad
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Why is 37mm rifle worse than 14mm rifle on an average target?
I have guild footmen take an average 1.5 hits to go down it feels, one took 3 and kept standing. Is it overpenetration? I dont believe something like that would be modeled.
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>>2366653
Are you talking about the 14mm gun on vehicles?
The 37mm is as slow as a sniper and can critfail damage rolls (the default damage roll is 0-200%). An armored car with a 14mm chaingun is extremely fast, fires multiple times per action and can do hit-and-run. It's likely to carry the moment you get it early, which is quite easy as you get car parts from early downed bandit crafts.
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>>2366738
Found your problem. The 14mm AT rifle has a 50-200% damage roll spread, meaning that it cannot do a 0% damage roll. It will always hit at least 50% of its' specified damage, unlike the 37mm.
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>>2366346
If they appear too early they're basically invincible and will kill your entire team by itself. Since it's a melee creature you can cheese the Xcom pathfinding AI by creating a wall of fire. However, you need to be careful, it will cross fire if there is no gap in the fire-wall, or if it is on fire itself. Promotion II weaponry is a realistic minimum, the BlackOps sniper rifles just need to hit enough times, while a minigun will kill him easily.
>>2366490
While this story sounds good when you put it into words, the reality is very different. You get a real average of 4hp from the front and 8hp otherwise. Throw in agent's accuracy and that it's a 90 TU monster and you will see that engaging it with magnums is suicide for an entire team. Here's what the gun profiler (https://xcf.trigramreactor.net/master/gunSim) says, under ideal conditions. The graph with front armor is even more dire, it might as well be invincible, and it's not going to be appearing conveniently surrounded by you. Chances are you're either clustered (very bad) or in a gunline (better, but still bad), and you won't be making any side hits until it's very close, and then it will hit your gunline, and depending on where it hit your gunline and which way it faces, let's just say on average half your team can't hurt it. In fact it will outrun the agents behind it when it runs forward chopping up the gunline that is in front of it.
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>>2366931
Forgot image
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>>2366935
Cool now factor in an agriculture flamer stunlocking them with unending panic, and people standing JUST outside melee gunning them so they can't miss. Its harder than average, but a single knight can ABSOLUTELY be brought down if you mob it . Possibly have someone bringing more flamer fuel so panic never ends
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>>2366945
>Yeah sure, just hit this semi-chryssalid with a range 6 weapon
No thanks. Maybe it happened for you, but I'm sure you just got lucky. Also your team just happened to be carrying an agricultural flamer in the right place? Usually that stuff gets kept on the ground on the off-chance that swarmids appear.
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>>2367075
>heres a giant narrow maze with some trash mobs that takes you 30 minutes to just navigate
>you must carry a heavy mining tool through the whole thing using specifically a character with STR below 32
>we have underwater variety too
Yeah nah
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>>2366951
You grossly overestimate the flamer. Just stand maybe 20 tiles away, let them agro, and flame them on approach.
Its plenty possible to carry 1 off hand or grab one from the van as you spot it, and once you get them hit, you can keep them stunlocked basically forever if you pack enough gas
Its a huge operation of course, but its also not hard. Assuming its just 1 and it usually is that early
https://youtu.be/FZArsIbZMm8
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>>2367195
This is cool and silly! I want to imagine this becoming an integral part of a mod - like an activateble item/weapon that maybe takes a humble amount of TU to show the sonar or maybe a sort of theoretical thermal view in the future. Maybe something a bit more scifi silliness like 'heartbeat monitors' which can explain why the enemy returns are just rectangles rather than their sprites
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>>2367273
Currently that's not possible, but who knows. Also enemies aren't technically rectangles, but cylinder's. Flat top, curved sizes. They also are a lot slimmer than you generally expect, some unit's have larger hitboxes that take up more of the tile, but most generally take up maybe a third of the tile Volume
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>>2367083
>the goblins do not have a dedicated route
And to this day, I still can't fucking believe it. Peasants got a route before Lokk'Naar or Gnomes did. PEASANTS! Hell, they're only mutants by technicality.
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>a barely relevant part of the OXCE soldier manufacturing customization code doesn't work right
>can't be assed to make an account and bring it up directly to Meridian
Oh well.
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>>2367195
>Assuming its just 1 and it usually is that early
It was August 1997. I was at promotion level 2. The monsters vs military mission had five (5!) vampire knights, plus boomers and loads of other zombies.
However, the military now gets an armored car.
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>>2369432
Sounds VERY rough, but not hopeless military carries a lot of water depending on their guns, and armored car especially could put in some work. However you would NEED to use a flamer to delay them being hacked apart which makes for a disgusting cross-fire
It wouldn't be a mission I'd look forward to don't get me wrong, but it could be done.
A big question is what weapons military had it guess.
Was it night? Because at night yeah absolutely not, daytime makes it a BIG maybe, but night can go fuck itself.
Even beyond that though, piratez and xcf occasionally throw fights at you, you aren't meant to win. That probably isn't meant to win, but its winnable if you were spitefully trying to prove a point
Ill be honest though I LOVE these kinda encounters, optional dick measuring contests that basically say "sure you wanna get on mr bones wild ride?" And just invite you to try.
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>>2357759
Can somebody give me an even general clue which mods to get for this crazy thing?
I don't need fucking tits or Mulder&Scully,
just a goode ole plain vanilla UFO Defense and the most useful normal mods for it.
Thanks in advance.
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>>2369525
>piratez and xcf occasionally throw fights at you, you aren't meant to win
So does a good dungeon master. I can dig it
>>2369570
Maybe you just need the vanilla OpenXCOM extended. That already has many features built in to it. Most are selectable too
XCOM Final Mod Pack is a light mod. It only has extra alien stuff and hybrids
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>>2369570
Xcf is only really more x files inspired in that the start is 2 agents arriving in cars. I highly recommend it.
But if you absolutely want something more but also vanilla, go for oxce edition of final mod pack. Its basically vanilla but with more aliens, weapons, armor, extended research tree, ect.
Though piratez is still a strong recommendation. I don't like the endless lewdness either, but I tolerate it for the broad settings and tactics.
40k mod I've also seen recommended but I have no experience with
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>>2369651
>oxce edition of final mod pack. Its basically vanilla but with more aliens, weapons, armor, extended research tree, ect.
this sound great, exactly what I hoped for
thanks a bunch guise!
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>>2369940
don't even joke about that
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>>2370373
Don't have that pic but there was a /tv/ meme that described burger prudes perfectly. A guy was talking how he was doing some horror movie or something where he had these flayed bodies hanging by the skin and the producers said it's not ok because you can see a bit of buttcrack. So he proposed to cover them with dripping blood and that was fine. Maybe someone has that pic.
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>its up
https://www.moddb.com/mods/x-piratez/downloads/dioxine-xpiratez-n14
v.N14 30 March 2026 So Many Snakes
OXCE Update to 8.5 14 Dec 2025
fix: Soul Doll armor
fix: Shadow Bait issues
fix: Airtruck/Glass Canopy tileset
fix: (N)>9000 and Admiral air movement
temporary fix: Gudrun's Tower (won't spawn multiple times if you complete it once now)
New mission: Naughty Neophytes
New soldier race: Lamia (10 armor sets)
New armors: Bugeye Psymolisher, MECHA*Super Shooty Gun, Sandhawk
New weapons: Divine Bolt, Dance Master, Boring Pistol, Runes Of Fire, Staff Of Burning Souls
New maps: Catacombs (1), Rice Farm (1 by Solarius), Metro entries (x2), Humanist Arsenal (1), Reticulan Vats (1), Emansion (1), Slumurban (1), others
New transformation: Uberization (Green Codex only)
New feature: Revolutionary Cell
New avatars: Ogres 8 new faces (up to 32)
Grenades that explode in inventory, no longer explode in hands (normal ones, at least)
Catgirls: min VPWR +10, max VPWR -5, VDEF slightly reduced
Pilot Dodge bonus coef reduced from 40 to 33%
Early enemy land craft like Bandit Cars are easier to hit
More bagpipe melodies
Sekar map update
Parrots, Roboparrots and Rabbits no longer take Cages space.
Red Forge maint. reduced to 0
Cydonia floor traps damage reduced
gfx updates: Mecha sprites, paperdolls and weapons (by Kris & Brain)
Minor fixes (thx to Osobist, Extremator, SufferNot and others)
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>>2370399
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>>2370399
THE UPDATE IS REAAAAAAL
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>>2370405
Iron out the kinks? But there'd be nothing left!
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>>2370345
I mean name me another tactical game where you capture a woman, enslave, rape, zombify, and milk her tits forever.
I'm not a huge prude but FFS arguing AGAINST the fact theres higher lewdness than other games is stupid. I don't think you can find a lewder thing that isn't JUST considered porn.
>>2370399
Good shit.
Now we just need an OXCE update with that first person cam and weird angle fixes
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>>2370399
we are SO BACK
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>been away from the OXCE scene for a couple of years
>pick up XCF again
>UAC has been renamed in order to maintain lore continuity
>...with xpiratez
Wait, I knew these two incestuously traded assets on the regular, but I wasn't aware they part of the same alt-XCOM timeline. I don't know much about xpiratez besides what I pick up by osmosis here, is there actually genuine mod-lore historical consistency between the two or is it just a few broad strokes references here and there?
...Aside from the baseline XCOM setting material obviously, but I feel like if I don't overtly clarify this at least one dumbass will completely misread my post and say something retarded.
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>>2370456
The cults and subplots of XCF tie into xpiratez, you can think of XPZ as the failure scenario of XCF
For instance, the church of sirius is based off the church of dagon and the upper levels still speak the deep one language, the academy came from black lotus, etc
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>>2370399
lamia:
>built in bite and acid spit attacks
>a bit tougher than humans, but below gals
>like shields
>good TU but cannot run or kneel
>somewhat melee oriented, but in armors and stats. have a poor firing accuracy cap of 100
>when nude can be used in underground missions like lokks
>25k to buy, 5k upkeep. max 5 per month
>tech to recruit them is available fairly early
>currently their best armor is paladin, a metal synthsuit with a weak purple shield. not up to endgame standards
>access to most of the human transformations, including the peasant rev ones and sun rituals, but no lifeforce focusing or iron warrior
I am very skeptical about a melee race that cant run. dio keeps trying to get us to use melee on races that arent gals. cats work because they have high tus and complementary outfits. humans and lokks are not good at melee because they are slow. perhaps lamia will come into their own with more outfits
>uberization
transformation that gives the half uber trait to humans
>sandhawk
hostile weather suit for ss
>psymolisher
ss demolisher armor for bugeyes
>revolutionary cell
manufacturing project. costs three peasant revolutionaries, crates glam and monthly income
>naughty neophytes
early game mission against guess who
>new weapons
all shadow orb stuff youll never build or use
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>>2370430
>I mean name me another tactical game where you capture a woman, enslave, rape, zombify, and milk her tits forever.
What sucks is that this will never be fully depicted.
I want pictures of my brick shithouse amazons interrogating a nurse in great detail. I don't even need it to be sexual or lewd I'm just genuinely curious as to how it's done, do they just tie her to a chair and flex at her a bunch until she caves or what
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>>2370564
This isn't much different than people saying postal 2 is as violent as you are. Its a funny joke but its not a legit point. Its still a violent game designed to be crazy.
Its not even a huge deal, but idk why people feel the need to be in denial about the lewdness, do they think they are fooling anyone? Even themselves?
>>2370585
But those are mods for SPECIFICALLY rape and shit, which goes back to my point that its about as lewd as it gets without being SPECIFICALLY a sex / porn mod / game.
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>>2370662
I complained ONCE initially saying basically its a great, well recommended mod, but very lewd, IN RESPONSE to a newbie who probably wants real talk about mods.
You call me a puritain faggot but you are behaving like a rabbid fanboy that develops rabbies if someone ever makes the SLIGHTEST criticism against what they like.
Its lewd. Everyone knows its lewd , dioxine SAYS its lewd, and you look like a massive sperging fucking retard faggot trying to argue against it. That should be the long and end of the argument. "Its pretty lewd" "yup". End of discussion, but instead you are acting as if I'm someone islamic complaining over hair being shown, because you DEFINITELY think nothing is even slightly lewd in that mod
Might as well argue against me when I say x-com graphics are pixel art for all the sense you are making.
>>2370662
Trannies are nucom types
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>>2370928
Didn't attach
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>>2371009
Does it? link would be good. I know too many who are apprehensive about streaming it due to it. I know many still do, but I can't blame paranoia with how fucking autistic twitch is. I could see them permit it normally but ban you if a mod decided they didn't like you.
I also am skeptical on these mods staying up to date enough.
>>2371017
What feature? Usually people will at least HEAR OUT your suggestion especially if you follow rules. I was happy to see singular layer render added last update.
>>2371002
You might be right. Its silly because I still endorsed piratez overall, but I also realize a not insignificant portion of players are apprehensive about it for one reason or another, perhaps a 3rd of people I suggest it to cite lewdness and stuff as a reason not to. So this isn't some fringe thought.
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>>2371232
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>>2371234
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>>2370998
When did he start doing ai stuff? I'm not against ai depending on the situation, I view it as a tool like anything. Its overused a lot, but I also think many have an irrational phobia of ai used for something as simple as mindless tasks that just take forever but are simple.
What stuff is ai?
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>>2371273
I had a mutant culling with star gods like a month ago, I had no tanks or power armor yet, just an armored car. I had to drive a barrel bomb and drop it next to a sectopod in one turn, and then to ambush it with vibroswords. It was pretty ass.
I didn't fight marsec yet, I think, just their fighters outgun everything I have flying right now.
>>2371569
I enjoy anon's literary talent
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>>2371576
>mutant culling with star gods
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>>2371308
The songs are pretty trash, but easy to replace with various amiga/tracker tunes. That's all the entire playlist is anyway.
https://youtu.be/zTtjvbAvsys?si=lC_V9RPfws3xBOw8
https://youtu.be/rxrb72xcmus?si=1F6HAnlUpSVPGS50
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>>2357759
Any graphic/remaster/QoL mods for a newfag?
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gooning? in my XCF?
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>>2372302
HEAVILY depends on mods, gear you have, and enemies
Xfc first year or so dark is low-key a massive fucking Boone against cultists since outside red dawn they can't see shit, so if you flare well, its fine.
Against monsters or whatever it almost always sucks since dark buffs melee basically. (Cant shoot what you can't see, allowing better odds of getting in melee range)
Aliens usually have better night vision making it a problem.
Night is just night, it's more about WHAT you are facing.
Also terrain matters a lot, city map with Street lights feel like basically never night, but you can also shoot out the light's
>>2372314
I wouldn't avoid as much as consider it carefully. Night can absolutely buff you against certain missions and enemies, in piratez and xcf they can even make hellish missions more manageable.
Thinking night is always bad is stupid.
But chupacabras at night is hell. Don't
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>>2372318
Why would you have a problem with this dude???? This is so if you have steve double laser uzi, you don't need to manually pack his double laser uzi on every fucking craft he steps on. Why would you be against this???
Its specifically so the CRAFT had it, so of you send 15 shit for brain mooks you know they are all equipped.
What exactly is your proposal anyway, NOT having spare craft gear???
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>>2372318
So you can put things on the craft you always want to have but don't always have to carry. In X-piratez, I always put a barrel of X-grog and a parrot on every craft. You can always put backup weapons and extra ammo on the craft as well. Yes it's niche and you don't have to use it, but it's nice to have.
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>>2372349
This. Backstock is huge, be it ammo, HUGE explosives, alternative weapons, ect. If we didn't have this you couldn't bring it with you if not on your person.
Not having this would make the tactical options so much more ass
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xpiratez has TOO much content and mechanics. I like the progression but holy shit it's just so tiring having to plan and manage like 8 bases with shitloads of resources, plan out what exact enemies/missions you need to not get techlocked 12 hours later (ratman stormtrooper giving shield), and then fight a global campaign against the sky ninjas
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>>2372450
There's very little planning needed.
>this is underwater
>this is in SPAAAAAAACE
>this is underground
Et cetera. It's not rocket science. The only things mildly annoying are the witch quests and you have to choose to do those.
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>>2372450
This is sort of true but also not at the same time. There are indeed many things in xpiratez that ideally, you would want to plan out for literally from the very beginning, even if that thing only really comes up at the endgame. However - I will argue this is NOT necessary to play the game, or even just survive in any normal difficulty. I actually think the game was designed to be played more or less blind, because sure, you can plan out your bases and your build order and your early game to get quick back to school/graduation techs, but if you do - and I think this is what other anons mean when they say xpiratez is too easy - you're basically way ahead of the game, you're rocking mid-tier techs against bandits and mercs are only starting to spawn but I think this is not the intended way to play. It;s just that if you do optimize your gameplay, then the game's natural progression basically has no way to stop you. You're immortal, base attacks are nothing more than an annoyance. Your monthly infamy means more to you as a cash bonus rather than a necessary thing to keep you from losing.
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>>2372453
Coincidentally, I think this style of optimized play also leads to a somewhat common complaint (though not recently with the earlier land deed) that anons have of constantly running out of storage space. Well, the only reason your vaults are stuffed to the brim with all that crap is because you've optimized all the difficulty out of the game and there's nothing it can do to make you sell of all of that garbage and maybe afford you some storage space again.
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>>2372453
The problem I find with optimizing piratez is that the game is built in a way that optimized play is less fun. If you make a plan and something gets in a way like bad rng you get angry, the game's just so much better when you roll with the punches and use whatever.
This is why I always try to tell noobs to not look up guides or wikis on their first time because you can never replicate that feel of getting lost in the game.
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>>2372451
Yeah just oversimplify and ignore early airgame, economic woes, mounting recruit costs, and various essential tech tree things to do something super basic like making a workshop, and yes, it doesn't seem like an IQ test at all.
I mean I think even basic xcom is kinda an iq test, but piratez you absolutely aren't doing well with if you have sub100 iq
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>>2372854
Yes and no. His gooner shit is excessive but his designs otherwise are fantastic.
Kinda reminds me of Leonardo davinci and spectaculation he took it up the asshole. People don't think he's cool because he's a faggot, but in spite of it.
If someone managed a fork that degoonerfied the game but kept 90% of tactical elements and 90% of world the same, I'd play it and drop piratez.... but that's not available soooo...
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>>2372896
Bro you know what I mean. I don't need a pair of tits and ass on the screen when reading about ballistics. Calling it gooner shit doesn't mean I'm gooning to it, it's identifying it as gooner brained or gooner adjacent.
It just acts as either a distraction, or a barrier to telling people about oxce because you gotta do that song and dance of "piratez is tactically great, but its full of nudity, rape jokes, naked little girls called gnomes ect ect" which isn't exactly a desirable conversation
Though ffs the people who go retarded defending it are retarded.
I'd just like to be able to bring it up without seeming like a fucking weirdo to outsiders, OR needing to defend that i don't do it for that.
>>2373116
Yarr and nay I'm ok with, but anal was a very obvious sex joke. These would ACTUALLY be fairly easy fixes, compared to delewding everything else
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I'm stuck with the Van and the Helicopter as my best options for transport in X-Com files; what's the quickest path, research-wise, to something a bit less constrained than either?
Also, why does the mudranger exist?
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>>2373135
If people looking at 80's erotica and other artworks inspired by that era are feeling so uncomfortable that they make the jump to associating it as gooner, then they're the exact kind of retard that doesn't know what they're talking about and need to fuck off. What rape jokes are there, even? Titty filter is a blessing.
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>>2373292
Doesn't filtering imply filtering out LOW SKILL players? I can play it just fine.
Stupid faggots sure will relentlessly defend lewd shit, can't even say you don't prefer it or else they lose their shit. Or maybe this is just 4chan, as other's I've seen seem normal.
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>>2373301
>relentlessly defend lewd shit
I'm just not interested in discussing with idiots who get the vapors over seeing a bare tit.
If that is the only value we get for having tits in Piratez i'm all for it. Zero interesting in gooning to it, you would have to be quite fucking desperate to crank your hog at the artwork in this.
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>>2373337
I just don't like that I POTENTIALLY have to hide piratez for social reasons when I otherwise like sharing oxce stuff. Like say I show oxce to a bright kid of a girl I'm talking to, or family, and he asks "hey what's piratez", next thing I know I'm getting yelled at by his mother because "why are you showing him porn with naked little girls in it".
Maybe this isn't a problem for you if you and all your friends have nudity all over your house and consider it normal, or you are French or something, but for most, piratez is extremely weird at best.
Pretending its not and that its no MORE weird than default x-com is retarded.
Or do you have no problem just showing nudity in front of little kids?
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>this whole back and forth
Talk about the game or fuck off.
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European modder advises that the mod he has made is unofficially rated for 15+ (or 18+ for sensitive Americans) and this asshole is wondering about showing nudity to little kids jesus fucking christ. How about only showing it to adults who can handle the subject matter with maturity for fucks sake.
Anyone got a list of the OXCE keybinds or am I cursed to look at the forums to stay updated?
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>>2373371
The point is I'd trust a kid to be able to handle default x-com, but suddenly if they ask about my mods I need to avoid that topic and do a song and dance. Plus half the time I try to get anyone into piratez theres like 30% odds lewdness will dissuade them, more if they stream. And unfortunately those topics are incredibly close
As for oxce https://www.ufopaedia.org/Hidden_Features_(OpenXcom)
Is something, but its surely outdated. Last thing I saw them add was single layer mode, which is ctrl c on battlescape.
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>>2373377
So I am cursed to look at OXCE dev threads to stay updated, rip.
You didn't ask for it, but here's a life tip for free. Treat everyone with upfront honesty and respect, song and dance is never required. If a kid is asking about material intended for adults (be it movies or vidya), you just tell them they're not ready for it and they have to wait and grow up first. If you share XPZ with a grown ass adult, let them decide themselves if they like it or not. It's not a failure if they choose not to like it, but it is fucking wild if their choice to not like something is in turn influencing your choice to like it.
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>>2373460
That would depend A LOT on what degree of a beginner we are talking about, a common advice on these threads have been to at least play vanilla first. And even then, whatever advice you get would depend a lot on biases from whoever is advising.
But if you are really coming in blind to all this i can see how that answer would seem like a cop out, so in short
https://drive.google.com/file/d/1qmALl2Xud7xOIjLpRXaf_Xz6IfusINrA/view
this guide in the openxcom forum seems to be a decent start, though keep in mind probably every single person in this thread would object to a point or two in it.
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>>2372893
NTA but the goon slop in piratez is questionable. One thing where it was some stylish pics, heavy metal and some random place holder crap(which fitted meta as pirate game - they were pirated) but when he started replacing old shit with AI slop then I started question his taste and sanity.
Before I could buy that crap about keeping prudes and normalfags away but not anymore. This genned shit is not even good. WTF is dio thinking.
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>>2373565
>>2373567
>>2373602
Fucking WILD seeing 3 dudes (or maybe one) attack what they think is me here lol.
>>2373548
Idk, I'll note I only see this here which is odd. Kinda reminds me of the type who like deeply flawed games, and get seriously upset if you criticize it. I don't think piratez is DEEPLY flawed persay, but this response sure makes me wonder what's going on there.
I just want another oxce stable update. Or even another nightly.
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>>2373545
Did (you) even comprehend the message chain about 'gooner' pictures you're replying to or are you just repeating old AI slop mantra? The vast majority of artwork in XPZ is still original art. Of the original pieces that are more risque, they are either from the era or are intentionally emulating the style. The example given about ballistics is a color pencil illustration pinup. The original artworks are the ones that actually dare show topless tits and ass, most of the time. They're not going anywhere, titty filter works just fine.
As for the AI, someone go make some actual good AI art for Dio to use because he's clearly out of the good shit and out of time to make good shit, and so that all the AI retards will shut up. Have a happy Easter.
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>>2373658
Yeah, church is pretty nasty.
Pet chrsallids, pet celetids, armored suits
Even years ago I distinctly remember raiding a church base. I did it but it was really stressful, especially when I barely had any GOOD anti armor options.
>>2373661
>titty filter works just fine.
I keep seeing people mentioning this, yet no link. I see one on modio which is years out of date though, so probably no longer so functional.
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>>2373669
XPZ with default assets IS the titty filter, anon. The bare naked tits filter out the childish retarded players who are so easily repulsed by the sight of bare naked tits.
The years old PG13 submod should still work, it just hasn't been updated. And it hasn't been updated because the bare naked tits hasn't caused enough social outrage to warrant the effort.
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>helicopters: useless
>frog: impractically slow
>eclipse: only if there's nothing else
>piranha: first ok fighter
>corsair: decent midgame replacement for piranha
>shadowbat: garbage
>fortuna: thick but slow and not dangerous enough
>pachyderm: fast and mean, for quick jobs
>firefox: best dropship for heavy missions
>jellyfish: weird and clunky
>swordfish: too slow
>zeppelin: ok to haul smoothskin infantry
>airtruck: for mansion jobs and parties
Am I missing any gems at this stage? Building a brave whaler rn.
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>August 1997 and still no Dagon Safehouse
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>>2373678
Don't diss Fortuna, it literally has higher theoretical performance ceiling than any other ship in the game due to its shadowtech slots. Assuming you have seventy gazillion shadow orbs at your disposal and the production capacity to smash them together, it outperforms any other combat ship at tankiness and speed or damage.
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>>2373678
If you already have access to Corsair you are likely not far from being able to research Predator, which is pretty much just a better Corsair that should be the staple of your hunter squad through the midgame
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>>2373678
Couple things I'd add:
>jellyfish: while slow and clunky it is not only undetectable but also shielded by default, meaning it's excellent for taking out armored convoys or other slow craft that would shred a piranha
>hawk: extremely strong early craft due to how fast it is, chemical costs are a bit nasty early on but you can shoot down most t1 UFOs and with ether drives can shoot down hotrods
>shark jetbike: the hellerium version of piranhas, similar dodge bonuses but more range, faster speed to catch ufos, and durable enough to not die to them
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>>2373674
Ill never understand how people complaining about "moral outrage" types always sound more outraged
>Neat as fuck mod!!! Bit heavy on the nudity and lewdness though
>REEEEEEEEEEEE if you don't like it go fuck yourself, I bet you are a cuck!!
every time
>>2373460
Not sure why people are avoiding giving you actual info but
>GET BRAINERS. they cost a ton but are worth it.
>Research work opportunities asap (like bounty huntin)
>Read nigga, read
>Higher tier tech always requires lower tier tech. You can't get into gun smithing if you don't even know about melee weapons.
Also prepare to lose. Odds are you will have several failed runs before you succeed.
And understand that dio hates the player. Absolute bs is normal.
This all said, piratez is absolutely not recommended for a first, or even second xcom run. Try vanilla first, then maybe a lighter mod.
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>>2373729
It's like complaining that Doom has guns.
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>>2373752
Kinda reminds me of Ross scott talking about stop killing games. You can be FOR the great world building, tactical combat, and piracy, WITHOUT being for the constant nudity, rape jokes, ect. Novel concept I know.
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>>2373729
If the "moral outrage" types were only saying
>Neat as fuck mod!!! Bit heavy on the nudity and lewdness though
there wouldn't be a problem and it would end there, but they're not and you know it. In this very thread, the argument against XPZ T&A being made by an anon is grappling with the social consequences of showing frontal nudity to children and rejection from their peers for having different tastes, to worrying about streamers on twitch for some fucking reason. Their arguments have never been about personal preference, it has always been social consequences.
See:
>>2373751
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>>2373947
>If the "moral outrage" types were only saying
>>Neat as fuck mod!!! Bit heavy on the nudity and lewdness though
This entire argument stemmed from a single guy saying basically that, and people endlessly flipping out. There's significantly more posts bitching about ot than post complaining. At BEST you fucks are felating the bait hooks like candied cock at a pride parade
If you don't want this shit all up in the thread, stop responding every fucking time someone brings it up
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>>2373678
I think there are very specific use cases for the Brave Whaler and if you aren't building it just for that, then you're going to be sorely disappointed with it. It can't operate as any 'normal' interceptor would.
That said it is a regular staple in my mid-earlylate game fleet because of this.
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>>2374046
Brave whaler is quite good and useful even in endgame, supplementing other ships attacking one of the big-ass military vessels. They are fast enough to reach, shoot their missiles then disengage.
Though it's true that on their own they might not be that useful early on. They only carry missiles, and those aren't cheap, so it becomes wasteful to send them after small shit like megapol, raiders or any other minor faction.
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>>2373661
I don't mind old stuff with tits, even that silly 3d models. I thought that it was part of the charm. The old stuff, anime characters that I could recognize, some vintage erotica, some euro comics etc. Never really bothered me.
Its just that his new generated shit is just jarring. It don't even need any tits out. Before Dio started using it I was quite convinced that he has some standards. I must admit that I was wrong and he (as self admitted gooner) have none. Honestly it shouldn't be a surprise.
>old AI slop mantra
its still true
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>>2374175
If you can look at the existing art with maturity, without complaining, without being worried about what others might think, you're good. The only thing I do care about when it comes to AI art is
>someone go make some actual good AI art for Dio to use because he's clearly out of the good shit and out of time to make good shit, and so that all the AI retards will shut up.
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port to xenonauts 2 when?
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>>2374194
The thought had occurred to me that either a standalone game or a mod for something like Xenonauts 2 would be pretty cool, and in the case I ever get off my ass and start working on it, here's some things I would implement:
-no AI art, just use unlicensed anime and comic book art directly, like God intended
-the catgirls are explicitly the ones from Space Cats Saga (Doom mod)
-Captain Jack is a Lokk'Narr, I'm sure there is a lore reason Jack and Jill seem to be humans, but fuck that
-there's a base or something really powerful in/under the Bass Pro Shop pyramid in Memphis, and there's a plotline dedicated to getting it
-the Gals have a more explicitly pirate gyaru aesthetic with jewelry and makeup made from the the toxic sludge they need to stay healthy when leaving the radiation zones
-FUCK ZOMBIE TROOPERS SPECIFICALLY
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>>2374278
>-the Gals have a more explicitly pirate gyaru aesthetic
Now that's AI slop I wouldn't mind seeing.
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>>2374301
Totally, agreed. The tech tree is completely ridiculous and some of these pre-requisites are just silly. I need to research a paper fan so I can research air conditioning so I can research advanced base facilities and combat armor, so I'm stuck unless I either find a fan or get it as an interrogation result? Absolutely not, go fuck yourself.
The fact that there's so many interrogation results, many of which STRAIGHT UP DON'T DO ANYTHING also pisses me off and contributes greatly to the research snarl.
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>>2374313
You're probably not wrong, but I've never had a problem finding a guild stapler in a warehouse warez mission. On the other hand I never seem to be able to get a fan, and I very much like to build large living quarters in my main base before I run out of space and have to start demolishing shit to optimize the layout
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>>2374315
sure you can find a stapler if you get a mission where it's basically a guaranteed item duh
but the mission itself isn't
however nowadays there is an earlygame alternative that's a sure way to get a bunch of staplers but it's kind of a hidden mission that many people don't know about with a silly requirement
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>>2373678
>shadowbat: garbage
heresy
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>>2374490
I expect this to not even be close to complete. For example, it's missing:
>When clicking on an item category in the sell items window:
>ctrl click - sort by total size
>shift ctrl click - sort by unit size
>alt click - sort by total value
>shift alt click - sort by unit value
Also certain features have to be turned on in options.cfg (at least I can't find them in the ingame options), such as the splitting up of resistances and weaknesses in the pedia
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make sure you have the mod that shows attack ranges in the main info screen, otherwise comparing weapons ingame will be like driving needles into your eyeballs
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>>2374536
AI is just like every other technology ultimately. Every fucking technology goes through these phases in terms of general perception
Unworkable pipe dream.
Newfangled, wasteful fad.
Overused and severely gimmicky, / used by hacks
Then normal.
Happened to electricity, automation, internet, and ai. I suspect in 20 years ai will be in a better place, not as bloated of an industry, and ai generating with sufficient prompts or data will be seen the same as using blendr for graphics.
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Somebody has a hardon for the M14. This thing is better than both blackops rifles, and everything that comes before them.
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>>2374577
I feel like like a couple more factors added to guns would help balance this. Maybe a stat for handling, and recoil.
Handling makes accuracy deplete with more movement as % of tu, and recoil reduces accuracy by times shot in same turn, both stats defined by said gun.
I say something like that in xenonauts 2, where stuff like light machine guns start more accurate but start to spray, and I feel like this would be great to fine tune a lot of guns.
I'm sure such a system wouldn't be so simple perhaps, but i could see it going far.
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How awkward how the rides home with captives?
Are they tending their wounds? Sharing smokes with a begrudging captive? Oogling ones muscular body as he stares on in confused scareousal? Poking a gagged V.I.P. in the head mockingly as they stare daggers at them? Comforting an altarboy as he stares bashfully at his feet? Attempting to alert the other gals, and failing, that the reaper is about to wake up? The gnome is bullying the catgirl. The hybrid is projecting dicks into the slave soldiers head, and the best gal is rubbing her brow wondering at how they even made it this far.
Imagine the smel- I mean picture of it all.
Also fuck this grind man. Games fun but after like 3 months I'm giving it a rest for a bit.
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>>2374720
I'm of the opinion that there's a separate retreival crew that comes in after you when you complete a mission.
Unless of course you load the captives into the craft manually and fuck off, and yeah, that happens.
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>>2374904
Those aren't bad either, but I feel like snipers main issue is too high effective mobility. A handling and recoil stat could make them just as strong for single shots if you limit mobility, but follow up shots harder, or shots you run for half your tus dicey.
Also saw this being talked about in a bug thread... potential air burst weapons?
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>>2374913
isn't that what this is
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>>2374901
There are three or four versions of that mission; all but one results in a fight because either the informant was compromised, or was never real in the first place and the whole thing was bait. You got the rare "intended outcome" version of the mission where the informant hands himself and some items over, everyone gets mission bonuses, and you don't have to lift a finger.
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>>2374921
No, the grenade is a fake airburst. Essentially its under the hood, an EXTREMELY accurate mini rocket. That works all well and good for 90% of ground engagements since accuracy means you can target the ground and achieve similar results, but try firing that ABOVE a units head by 2 tiles, see what happens.... the rocket just flies off.
Its not a bad compromise but its BASICALLY fake bs. No disrespect to solar, but its not true airburst.
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GOTCHA BITCH
thank you based Scout Drone
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>>2375158
i'd say yes, you won't be keeping it for long and the extra dudes is better.
also you said bases plural and if you have several then it shouldn't be a problem really...
transfer one dragonfly around and you can probably reach anywhere on the globe even if your 3 bases are central america/north africa/southeast asia
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>>2375158
Humvee has worse' manpower and defensive stance. Dragonfly has a slightly sheltered start, 3 more men, a craft to hide under to shelter grenades, and higher speed. I'd say its essential, especially since osprey, the next craft is basically dragonfly but bigger and shorter range.
And a humvee just isn't enough unless you have insane luck for bigger missions. You'd have to be kinda special to refuse a dragonfly when you get it, imo
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>>2375450
I don't recall any of the "Revived Weapons" being worth a damn based on my last playthrough years ago, I basically went through the bog-standard FN FAL/PSG1 -> BLOPS Autosniper pipeline for 100+ hours and didn't see anything else worth using consistently.
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>>2375450
>G11
the base dmg is very low, yeah you get a power bonus from bravery but a bunch of weapons get the same or higher scaling from accuracy, which a better stat anyway
>>2375459
The Jackhammer can shoot 10 40-power bullets in one turn. Right now that's pointless because my enemies have 5-15 armor, can surely there's a niche for it.
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>>2375357
Currently, not... really? Its not finished, one of the nightlies on oxce bleeding edge March 23 i think, has a beta with it working to try out, but the build is also STUPIDLY buggy. Like your guns fire BACKWARDS level buggy
I'd wait for a stable. But once out it Will work literally everywhere.
>>2375512
Damnit, i hate terra Invicta faggots a little more now. I've had them suggest it because its "like xcom", and I'm immediately "where is the fucking battlescape". If I cant put boots on ground and control said boots fuck off.
Unironicly i wouldn't mind an xcom like that was just pure ground combat with less or no base management if the battlescape shit was juicy enough.
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Bros.. I can't... started this game again with my humble 5 gals (1 wounded) and on a night temple raid some faggot necrophyte just runs out of the darkness with a shotgun and shoots my gal 2 times killing her... campaign ruined I can't look at myself in the mirror anymore HOW can I make things right again?
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I don't play the game. I just ctrl-k every mission while I recruit full convoys full of girls, then send them out naked and unarmed into the next mission I see then fantasize about them running through a gauntlet of bullets and grenades, as I attempt to time my climax with the last girl's death scream.
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>>2375753
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>1st Red Dawn Outpost
>Very good spawn, manage to set up snipers on a rooftop
>Enemy At the Gates.jpg
>Some guy runs in and throws dynamite at the building
>Blows half of it away
ok, that was cool
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>>2375863
Eeeeh, 2 full sized weapons and no stow spot is a little rough on tus, but I guess it is versatile. I'm sure it could make stellar plays, but I'd be tempted to at least use spiked knuckles instead just so I could also juggle a pistol.
In my fmp run way back when, a medic with a 44 did SERIOUS work. Versatile jack of trades units are huge, i only wish there were more tech besides scanner, smoke, and meds
.... remember when dogs had hands, you could give them a flamethrower? I sometimes miss retarded stuff like that.
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>>2375889
For my flying assault gals, I prefer to give them a huge two handed melee weapon like bardiche or barbarian sword. Ranged options being grenades or a backup pistol.
I'm actually not sure if Peak Performance's RPG + Sabre necessarily synergize. I prefer to have a different girl with high shooting hold the RPG and either aim or snap shot at what needs to die from a comfortable distance and angle.
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I just enjoy autistically tweaking 50+ gals and other kinds of vaguely humanoid mystery meat across 7 bases, noticing high performers becoming one with their tools of trade, before inevitably running into the enemy's difficulty slope, disbanding and reassembling teams, sorting cadres to match base attack and defense profiles.
Yes, how did you know I save 5-10 times every turn and have 1 kia total while all my bases are packed with loot to the ceilings?
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>>2376079
Because ninjas
Be glad there isn't a pirate cult.
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>>2376079
they utilize CLOSE RANGE
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>>2376086
I wouldn't mind it if the cloaking was a skill that lasted a limited time, over blatant invisible , or something else. Being invisible entirely and close range basically JUST functions as an almost unavoidable death.
Make it like a psi based smoke cloak item that explodes smoke, and gives invisible for a turn, but needs to be used.
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>>2376145
>Being invisible entirely
They aren't
>basically JUST functions as an almost unavoidable death
Skill issue
Honestly all you have to do is the usual smoke camping plus patrol the edges
You can play their game and be better at it
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>>2376206
As opposed to
>let's drive up to a gang's HQ, stay out in the open and wait for them to kill us
But you do you
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I wonder what that little blue button on that stats screen is ....
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>>2375449
There's a few ways of looking at it. First of all, he doesn't care about "balance", you will use the auto sniper rifle and you will hate/love it. He throws in a random debuff every now and again to make it look like he cares. Secondly it's entirely possible to get the BlackOps tech tree without ever researching the ability to buy a battle rifle, so it would be a straight upgrade if you got lucky/unlucky or played badly/well enough that it happened. Lastly, Solarius divide weaponry into groups and tiers, and the BlackOps rifle is meant to be a tier 2 generic rifle, while the M14/Galil/FAL are meant to be tier 1 battle rifles.
But if you want to kit out a generic agent who can handle everything adequately, you're going to want the most powerful rifle with autofire, so auto sniper rifle it is. It's just a consequence of low damage bullet hoses being completely useless against high-armor targets, while a full power rifle can still hurt high-HP-low-armor targets.
After all, in real life we don't kit our soldiers out in a wild variety of rifles, not even our special forces do that. It's boring but it works, and it turns out that's exactly how a lot of players play.
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>>2376227
>>2376288
XCF? DMRs are a great choice. You gain significantly higher power over the battle rifles in exchange for losing autofire, but it's a worthwhile choice, and often a superior one depending on the the target, even at close range. Also, given how often everybody complains about mono-gun squads, having specialists seems to be the minority playstyle. Also I'm not sure how having DMRs and Assault Rifles would contribute to encouraging a specialist playstyle. If true, it should be the other way around.
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>>2377457
I am a single-issue voter on this matter and my issue isthe air combat mini-game. They've flip-flopped on how it's going to work so many times I don't even know what the current state is because I quit checking in years ago, but I hope it's still similar to the one from the first game.
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>>2376086
>someone made a doodle of a post I made 3.5 years ago