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    File: 1628206044149.jpg (1.43 MB, 4776x3872)
    1.43 MB JPG
    >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:
    >>2464946
    >>
    File: uh oh.jpg (107 KB, 1179x1078)
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    >didn't terminate Black Lotus in time because it's been five months since the last time I had a chance at catching an alive Avatar
    what's gonna happen now
    >>
    >>
    What are these guys a reference to?

    I don't have to actually fight them, do I?
    >>
    >>2492313
    I hope we do, one day. They seem really cool.
    >>
    >>2492313
    I thought those were just zombies. An early armored zombie was always a problem
    >>
    >>2492460
    certain points don't really line up with zombies or even just the trooper variety, particularly the bit where they come and destroy all computers (???) and then leave. obviously, the zombos are here to stay. and lastly, an aesthetic point. it's hard to really say if this is the look dio really has in mind for them, but these guys strike me more like animated skeletons vs our chunky undead zombies, so that might also point to them being different
    >>
    >>2492295
    Ayy base.
    >>
    >unstable portal found
    >???
    >send a demon gal, why not
    >give her a cursed shotty and an assault rifle, idk
    >its a endless mansion
    >actually seems like a prince of persia palace, but ok
    >still huge
    >go to center tower, get zapped by ghosts, lose freshness
    >retreat to basement
    >all ghosts carry lanterns
    >wait, I can see their lightspot anywhere on map
    >lurk in the darkness of the basement, cannonball through corridors and rooms
    >hunt the lanterns one by one
    >slice ghosts with warp claws, shotgun if needed
    >actually feel at home in the netherworld backrooms as the resident monster under the bed
    >30+ ghosts down
    >rape scroll obtained
    Hm?
    >>
    >>2492470
    >COME OUT, NEVILLE!
    >>
    May as well ask here, trying to play enemy within but it keeps freezing after about 5-10 seconds at the main menu. I've tried disabling network access compatibility mode and disabling steam cloud and other shit like that, nothing works. Tried looking up any other solutions but I've come up with fuck all.
    Weirdly, enemy unknown seems to launch fine.
    >>
    >>2492628
    Figured it out, for some fucken reason my VPN was fucking with the telemetry shit those cunts put in it
    >>
    >>2492313
    >What are these guys a reference to?
    Some Doctor Who episodes.
    >>
    i dunno why i feel so protective of the assault clones that cleo keeps sending me
    >>
    >>2492296
    She really is peak. It reminds me I don't bring enough rockets or explosives to fights
    >>
    >>2492776
    You can give them a real life. Make them start a band like a slice of life anime. Also they do work.
    >>
    >>2492776
    >>2492786
    >making your assault clone gf laugh for the first time in her life
    >watching holovids with your assault clone gf and explaining the plot to her every four minutes
    >teaching your assault clone gf how to racially profile strangers
    >hiding in the bathroom while your assault clone gf smashes all the dinnerware in a fit of spontaneous, inexplicable rage
    >evading your assault clone gf as she hunts you down in your habitation block because you accidentally said her kill phrase
    >sharing an ice cream cone with your assault clone gf

    It's a simple life full of simple pleasures.
    >>
    I have enjoyed FMP and Files, but I'm cis, and not a weeb or a furry. Will I enjoy the hentai mod? Are the game mechanics interesting enough to make up for the setting? Is the crunch worth the fluff?
    >>
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    >>2492798
    What is rings "like saturn" supposed to mean in this context?

    Because saturn's rings orbiting earth would be completely different.
    That's more like luna had drifted inside its roche limit and got tidally churned into dust, except its albedo would be different and it likely wouldn't be one neat line in the sky from any vantage point on the surface.
    >>
    >>2492776
    You should give them names at least. Be the parent to these poor girls that Cleo never was.
    >>
    File: clones.png (9 KB, 331x147)
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    >>2492809
    okay
    >>
    >>2492798
    What hentai mod?
    >>
    >>2492837
    I think he means Piratez. In which case the answer is the mechanics are better than Files and so is the setting.
    >>
    >>2492926
    i love the setting of x piratez
    the lore and shit is very cool
    >>
    >>2492928
    It makes me want to run a tabletop campaign in it. Just depending on what nation could change so much.
    >>
    >>2492926
    >better than Files and so is the setting
    But they're the same setting

    >>2492928
    Same, I can't help loving it. Wish we could have more nice things like it.
    >>
    Any good layouts for a factory-base in XPZ? Just got factory and industrial printer researched.
    >>
    File: 1785642922231547.png (140 KB, 1037x1035)
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    >>2493317
    You're deep enough in the game to come up with a base layout on your own...

    It's not like there's a lot of design freedom with all the worker accommodations you're going to need.
    This is what I had in my previous game. It was okay except one of the 1x1 facilities between the printer and the factory had an annoying priority spawn point that was always a waste of time for whoever happened to spawn in there.
    >>
    File: 1790124533716847.jpg (82 KB, 640x503)
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    Why is Dio so afraid of catgirls? What does he know?
    >>
    File: 1408178508304.jpg (9 KB, 177x278)
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    >runts found another 100 old boots underneath the hideout
    >>
    OXCE badly needs a way to search through all your bases' stores at the same time. It's agony looking through every base one at a time trying to find which one I put all my ship engines in when I need them for a specific workshop process.
    >>
    What is the best non-megamod mod?
    >>
    >>2493918
    There isn't a search function, but you can list it all alphabetically, then click on a thing to find out where it's at.
    >>
    File: 1654743991384.jpg (28 KB, 500x531)
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    >>2494026
    You can do WHAT
    Thanks anon
    >>
    File: 1366532118.jpg (42 KB, 680x491)
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    >>2493280
    >they're the same setting
    There's a fuckload of direct 1:1 overlap, but a few hard sticking points For example, I've autistically tried to square the circle on the wild disparities in zombie lore between them and failed utterly but I'll still gladly call Earth Khemi in both mods.
    >>
    >>2494145
    >the wild disparities in zombie lore
    Ah but you see, you've been led down a wrong path by assuming that they're the same phenomenom in both games.
    >>
    File: 1684879099089.jpg (22 KB, 641x672)
    22 KB JPG
    >>2494154
    >>
    >>2493357
    Why have the armory?
    >>
    Is occult stuff major in all playthroughs? I.e. do I have to assemble late game ghostbuster team in all routes?
    >>
    >>2494286
    XEC nukes are fun.
    >>
    >>2494313
    A what
    >>
    >>2494321
    Retributor and imperator missiles.
    Nukes you can use on the battlefield.
    >>
    >>2494325
    I forgot those existed. I switched to fusion explosives and I feel like I dont need to ask for more
    >>
    >>2494026
    There is a search function, press q.
    >>
    >>2494408
    >need
    There's that word again...

    My right to bear nuclear arms shall not be infringed!
    >>
    >>2492926
    >>2492928
    the setting is good but piratespeak should not have made into the UI
    >>
    >>2494556
    Why not? It's good flavor.
    It's not like it fucks up the familiar UI in any way. it's just simple word replacements for existing buttons without changing their position, size or anything. Default keyboard shortcuts also work.
    >>
    File: EAT THE MEDS.jpg (95 KB, 698x1275)
    95 KB JPG
    Any downsides to cenobite initiation?
    >>
    Thank fuck for tanks. Those ninja guns sting like a bitch.
    >>
    >>2492103
    What are you supposed to do on bandit airfield missions to deal with the gun turrets if you don't have an RPG?
    >>
    >>2494609
    Don't do bandit airfield missions.
    >>
    >>2494026
    holy shit, this is exactly what I was looking for that I had been asking in this thread a couple times in the past but never got an answer. bless you, anon
    t. a different anon
    >>
    >>2494288
    can you access them? yes, even in no codex
    is it major in terms of the number of stuff you unlock? sort of yes, the entire occult tech tree seems to be available apart from specific codex-gated stuff
    is it necessary? never, as far as I can tell. not even in any of the main codex routes. I've gone up to finishing conqueror while not bothering with the shadowrealms
    >>
    >>2494556
    do you ever hear that you're no fun at parties?
    >>
    >>2494609
    flamethrowers (the short range version with 8x shots per burst) can take one down in 1-2 bursts
    >>
    File: clones.png (29 KB, 527x359)
    29 KB PNG
    i love this fuckin girl
    >>
    >>2494708
    Is that via a peasant route in Theban territory?
    >>
    >>2494795
    NTA but i believe thats just a rev event, theres a bunch of them that grant elite troops like clones/girl guides/zoners etc.
    >>
    >>2494609
    You can just shoot turrets with sufficiently big guns. Up from UAC minigun I'd say
    >>
    >>2494795
    >>2494826
    yeah i started in cali

    month 21, but 12 clones now
    >>
    >>2494609
    If you have irl time to spare and a lot of apples or smokes with you, you can try melting it's armor bit by bit with chem rounds on various smgs or scoped magnum. Then you can eventually plink it to death with pistols if you want
    >>
    >>2495139
    Depending on your available cover and its facing, chem blunderbus is amazing for that. Bit of a risk of getting the shit shot out of you though.
    >>
    >finally got the heavy freighter research that's been blocking me for a while
    >upgrade my main troop transport straight from El Fuego to Leviathan
    >tripled my usual deployment limit
    >struggling to find enough useful members to fill the entire thing
    >my starting turn takes forever now
    I'm suddenly starting to understand why the reboot X-Coms cut down their team sizes. I've started to just straight up leave half my crew in the ship because moving everyone out of it isn't worth the time anymore. I should make more tanks just so I have less units to move around.
    >>
    >>2495340
    This is actually what I do too. 36 is generally way too many people even on the largest maps - however - I find it's very useful to have reserves on hand to deal with unexpected situations so I appreciate the huge carry cap.
    >>
    >>2495340
    You can always stick tanks and other big units in there.
    >>
    >>2495340
    That's why I never bother with 36 crafts. The 24 one is good enough for me, and that includes 4 hwps + 8 normal troops, 12 total.
    >>
    >>2495340
    The largest ship feels like overkill for most missions but on those 3 to 5 phase long marathons I do like having all 36 dudes.
    >>
    I crumpled a ninja base, 3 floors, ~230 dead. If it was midgame it would be a massive chore. With X-p guns the base just melted away.

    This wasnt the end of ninja war, right? I found no occult enemies, just lots of troops.
    >>
    >>2495340
    You dont *need* to leave ship with all your people. Leviathan is a fortress on turns 1-3, pop up or down, shoot, go back inside.

    36 (or 20+4 tanks) is very useful for long or stiff opposition missions. I just keep the heavy infantry crew there and I send smaller teams for smaller missions. Besides leviathan, I have firefox with two tanks and some gals, fortuna with catgirls, kraken with lokks, convoy with light gal infantry, a zeppelin of human troops, and a airbus with gnomes. Each team has a niche
    >>
    >>2495527
    >Besides leviathan, I have firefox with two tanks and some gals, fortuna with catgirls, kraken with lokks, convoy with light gal infantry, a zeppelin of human troops, and a airbus with gnomes.
    Damn that's crazy, 7 hangars just for different troop transports in one game? I just rotate different crew through one or two craft.
    >>
    >>2496139
    Not that guy, but I maintain different teams for underwater and space, at least. Saves a lot of dicking around with armour switching.
    >>
    >>2496161
    I said I rotate different crew through one craft so I can do that as well.
    Having 7 hangars worth of troop transports seems extremely excessive, especially if you have Fortuna. It can do everything.
    >>
    >>2496164
    >Fortuna. It can do everything.
    Clarification: It can do every mission type those other craft can.
    But there's a few special cases none of them can do, like the stone age challenges and lategame IPL missions.
    >>
    >>2496164
    >7 hangars worth of troop transports
    Yeah, I got frustrated with that bullshit and installed the garage mod.
    https://openxcom.org/forum/index.php?topic=13056
    >>
    I was using the more hustle mod but I'm realizing that some of the down time is really good for getting your gals up to top killing machines. I appreciate some of the faster research though.

    I think I want to start another run, I was thinking red codex with grey captain but I believe that's chaos saint and I'm not sure if I should do that.
    Then again, true pirate fashion is to just say fuck it and roll with it.
    >>
    Where do I start my new run in piratez
    >>
    >>2496411
    the hormussy of course
    >>
    >>2496337
    Uh, okay? That mod supports only one of the 7 craft mentioned, so that setup would still need 7 hangars?
    >>
    >>2496139
    It's my first playthrough, gotta try them all. And they all have upsides and downsides, those that are just plain bad I replaced (the batwing STC thing, skyranger, medusa STC thing). Fortuna cant do deep space. Leviathan is better for deploying on first turn or staying inside on first turn, just more flexible. It is great for multi-episode missions because you can finish quicker with more gals and save freshness. Firefox was a better troop carrier for tanks, also great cover. Convoy was needed for pirate airfields. Zeppelin is spacious for lots of puny humans and can attack normie cities and zombie baits. Kraken is just too slow but the armor is silly good, sometimes it can catch up and unload its heavy plasma spitters, I have just enough lokks to man it. Gnomes just happen to be living in another base, they can have underwater capable bus for their stupid missions.
    >>
    >>2496357
    red codex + lazy is chaos
    >>
    >>2496781
    Krakens can go underwater and I have my underwater gnomes equipped with full mining suits on it, and yeah it rapes anything it can actually catch up to.

    Protop: Bait fast things that can chase your ships (i.e. with radars) with stuff like Brave Whalers and others they can't actually catch and lure them towards your lumbering Krakens
    >>
    File: 1780865696006976.gif (2.41 MB, 200x160)
    2.41 MB GIF
    >hunting ninja jets with fighter pack
    >envoy spawns right next to them
    >>
    Had an idea mid run and decided to mod in manufacturing ninja weapons to do a sort of ninja run, or at least have a team of ninjas amongst my girls.
    >>
    File: 1496477895942.jpg (370 KB, 640x640)
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    >>2497391
    It's gotten a lot easier to make meme unit subtypes ever since they expanded the ability to add faux-classes and sub-types via "careers" and such in OXCE freeing up the relation between unit stats from armor. I'd like to see the major mods eventually decouple armor and non-defense/irrelevant stats completely at some point, but that would take effort.
    >>
    Alright I think I've settled on Grey captain with red codex. Now all that's left to decide is where I want to base up and what path I want to take. I hear red codex is good for male touch.
    >>
    >>2497545
    You're making me want to reroll.

    Stop. Cease.
    >>
    how do you people do the game so fast?
    it takes me months irl to even pick a codex
    do you ignore half the missions that spawn or are you all retired boomers who play 12 hours a day?
    >>
    >>2497662
    If I play for 12 hours a day I can beat piratez in about 2 weeks IRL, that's just playing as normal doing most of the missions and researching everything a speedrun can be done even faster.
    >>
    >>2496920
    My interceptor fist is now Dragon with two obliterator guns + Saber with two fusion torpedo launchers, plus two of whatever is quick enough or sits on a base near interception course, which may be brave whaler(lancers), fortuna(just a shield sponge with a laser and an avalanche), kraken, nightmare (two avalanches, some gun), claw or that one early heavy fighter which can take a plasma beam on board, forgor the name.

    Really like brave whalers and sabers
    >>
    >>2497680
    Have you ever found an actually decent use case for lancers?

    I find they're not particularly useful because that range is usually a non-factor against the really dangerous things you might try to use it for like battleships because those have the max range anyway, and their damage potential is ass.

    I mostly use mine as baiters or, if there is actually big game to hunt, packing either 3x medusa or just 3x avalance and I try to retreat them asap after shields are down or the avalanches are launched
    >>
    >>2497702
    My BW sits near pacific, it gives me speedy reach towards south pacific, asia to middle easy, siberia, arctic and canada. I feel it goes well with lancers because it gets three in a salvo, and one good shot takes down a fighter. Whaler can also chase a supply ship heading for an enemy base and wack it, and then outrun the escort or kill one escort too if it is lucky. Also it can take on anything medium from sludgers or academy, anything smaller from anyone, I think a terror dropship also goes down from lancer loadout. It is helpful in a pack going after a cruiser. Anything with shields is tricky.
    >>
    >>2497662
    It took me like 3 months irl to get to mid game. In the next run I'll probably get there faster now that I know what I'm doing. The research tree is cool but you can waste a lot of time on it.
    >>
    >>2497662
    I started in November. Ingame year now ends in 6, I'm stamping hellerium fuel capsules
    >>
    >>2497702
    >Have you ever found an actually decent use case for lancers?
    I never built them on paper they look like they suck and come in too late to be useful but I should try them at least once. You can now adjust interception speed by pressing 1/2/3 so with slowmo micro maybe there's a use case.
    >>
    I might do Japan again for my new game, maybe romanica depending on my path. I need to pick path, gals4lyfe or male touch? Are super slaves still useful without male touch?
    >>
    File: 1666174211865.png (571 KB, 1181x1889)
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    i research for she
    >>
    >>2497784
    You can't get the superhero outfits on male soldier route so your best bet will be hoping for special recruits as regular SS are pretty flimsy outside of male route. Of the two I'd recommend romanica since you get crusader outfits that really help survivability of your early slave soldiers
    >>
    >getting restartitis
    HELP
    >>
    >>2497942
    SG culling in durathread
    >>
    Why is TFTD content still the meanest?
    And where are the Tasoth? I remember there was lizardpeople lore, implying there's a truce with pirates because of star gods occupation. It's hard to wish for more TFTD stuff but pirates and ocean (and the old gods) are inseparable. If theres a Chtonic branch of sorts maybe there can be tech to make ocean bases easier or which stops deep one attacks. Maybe ahem ally with the monsters, if you know what I mean? Shark girls? Octopus skinship promotions? Crab melee tanks? Molecular control based on smoke attacks? Cursed artifacts?
    >>
    I did terminal terror and I get smuggler sewers every now and then, how do I get a real smuggler hideout? I need a live negotiator
    >>
    >>2497942
    I hit midgame in a gold gold but I kinda wanna redo with the knowledge I have now. Plus the version updated. I was considering using the less hassle more hustle mod but I think I'll hold off for another run.
    Now my hangup is where to start and what recruitment path I want to take. I sorta want to start with a male hero but north africa is kinda gay and starting in hawaii means no shipping. Then I sorta wanna do gals but soldiers did some good work. I guess they still can, do you miss out on special male recruits of you dont do the path like the zone stalkers and the like?
    >>
    >>2498113
    pretty sure negotiators can spawn on those smuggler ships - not the rimrider ones, just the normal smugglers ships
    >>
    >>2498113
    If you researched the manifest from the hideout it should lead to the negotiator missions. Good luck, you'll need it
    >>2498123
    The special male soldiers are mostly route agnostic, it depends on your personality as to who can show up. You'll have to dive into the event files to see who's where, but for instance the apostate of apocalypse can show up if you're a lazy captain
    >>2498159
    Nah, that's not a negotiator. It's also only specific smuggler ships, they have shields if you intercept them
    >>
    >>2498159
    Nah. You can get public enemy if you're super lucky, but not negotiator. Negotiator looks like princess leia.
    >>
    i hate minibomb ghouls
    >>
    One t'leth a day keeps everyone tired and injured.
    >>
    How do expeditions even work? Is it a workshop item?
    >>
    >>2499007
    You buy it, wait few weeks, get lootboxes you can open.
    >>
    >>2499050
    OH, I've played for a while and I never noticed this. Time to finally use it.
    >>
    is there any way to load another grenade pack into a tank?
    >>
    >>2500234
    in combat? no except for multi phase missions
    >>
    >>2498240
    >Good luck
    In and out. 7 catgirls (synthsuit or pilot), 5 ubers (3 zorthium, 1 theban, 1 witch). Could do with less. Golden saint went down in one turn, first subject to crossfire (fatty, xg-rifle, eliminator), then cubed with a lightsaber
    >>
    Hey guys, can anyone share the mega folder with piratez art?

    Dio banned me like a year ago for saying "nigger" on discord, and he remembered to ban me again somehow(impressive, very nice).

    There was some nice commission art of catgals posted on discord.
    >>
    >>2501924
    don't know of a mega folder but I got this it's a compilation of piratez art from various artists
    https://files.catbox.moe/uormli.rar
    >>
    >>2501925
    Thanks anon, but have most of that. That's the mega folder's snapshot, someone's constantly maintaining it though.

    Also i'm making a new kind of game, inspired by piratez world(Dio's not getting any donations or royalties though - shouldn't have banned me), with a revolutionary engine and a new kind of tactical gameplay. Should be done this year, i'll start shilling it to you guys once i have actual graphics to show off.
    >>
    >>2501936
    sorry never heard of the mega folder before
    best of luck with your game
    >>
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    >>2501940
    who needs luck when i have claude max
    >>
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    a horrible observation was made
    peasant wearing camo paint drops an old boot on death
    an old boot has a chance to turn into a gnome
    do what you will with this information
    >>
    >>2502097
    The chance is like 5%, or was it 1%?
    >>
    Sorceress armor and think tank is endgame content, right?
    >>
    1 2 3 test
    >>
    >>2502370
    98.53% NOTHING
    1.47% 1 Gnome
    >>
    >>2502378
    It's not ABSOLUTELY nothing. You always get a capitatory tax.
    >>
    >>2502405
    I hoarded boots for like 6 years of ingame time and then I processed all of them and got two gnomes. Was around 200 boots so it checks out.
    >>
    I really want more content for xpz. I'll go for a second playthrough once I'm done with the first but I wonder if it will scratch the itch of the cool unknown. I went grey codex, southern russia, gals are better, catgirl way, and some captain traits that I dont remember, I think lazy, with lewd and maybe traditional aspects, and maybe something else. I like the experience overall, green or maybe gold codex will be next.
    >>
    >>2502460
    1. you can ignore 'nomes, they don't even do anything besides that cacodemon farm mission(which can spawn your 'nome into shadowrealms). underground exploration is best done disposable lokks.
    2. just buy recon expeditions in bulk and hold off researching every last nation. on my current save i have 20 gnomes, and they aren't doing shit.
    >>2502484
    my xpz game will have far more content.
    >>
    >>2502774
    >my xpz game will have more content
    ok where is it
    >>
    >>2502774
    I have 8 gnomes in total, its true they aint doing shit. I want to try and make a witch quest team out of them because their TAC Ausf.G isnt counted as heavy armor but looks quite versatile on paper. Kotgirls are filling this niche atm but I'm done trying to juggle all their fucking armor and EVA sets.
    >>
    >>2502790
    Claude is writing it as we speak. I'm building the novel engine for it first, because existing engines cannot accommodate what i want. I had to pretty much throw out all of my previous work and start from scratch - we've been working for like 2 or 3 weeks or so here. But i do have extensive knowledge - the engine is pretty much done, we're just implementing some more architecture from realtime systems design, which came up as an answer to me testing 2000 characters in play. The game will be openworld and will have megacities - earth has at least a dozen billion people, unlike dio's version.

    And no, this is not ai slop, opus is just writing implementations for me quickly, i'm doing the architecture - i've worked as a teamlead previously and i know a thing or two about how to design software. I also worked in gamedev on a few ue4 titles back in the day, i know the weaknesses of modern gamedev's tools, so the novel engine is actually necessary, not me reinventing the wheel. I'll have playtest before the new year i think.
    >>2502791
    Just bring cats to which quests.
    >>
    >>2502791
    With cats you only need single armour: grav-boots + red shield. Then you rush-rush-rush with melee, learn to hide in terrain, reveal without spinning around all the time, melee through walls, count how far a faction can run from fog of war. Red shield's purpose is to tank stray shots, not to actually serve as armor.

    Also, stun a lot of raider gals to get uber maids for mass cat manufacturing. Outlaw cats are already good enough on recruitment, and if you send them into melee they become buffcats very quickly. Plus cats have good trainings, fully trained outlaw cats comes out near statcaps.
    >>
    https://youtu.be/hPoiwYUFnqg

    Found this shit REALLY cool looking, even if I'm not a VR guy.
    >>
    >>2503173
    Vibecoding decompile train really has no brakes. But I cant forget that UFO is in fact a 3D game mechanically, and 2D pixel art is just a GUI wrapper for it, and this makes it a 3D game wrapped in 2D, translated again into sloppy 3D.
    >>
    any way to stop this guild base from being built?

    do i just shoot down or capture everything that shows up?
    >>
    >>2502791
    >>2502774
    gnomes are insanely good pilots though
    >>
    >>2503497
    okay nevermind those are frigates, not freighters, so i guess they can have their base
    >>
    >>2503497
    >any way to stop this guild base from being built?
    no, not even if you clear/shoot everything down
    >>
    >>2503478
    The 3d I'm pretty sure is using the first person camera fork data, which largely converts existing voxels and textures into sensible 3d textured data. Its not perfect, but considering its basically guessing its extremely good.

    I hope manually painting the voxels becomes possible too just to fix up artifacts
    >>
    >>2503497
    That base is already there. You can find it if you hover close to it.
    >>
    >>2503478
    >Vibecoding decompile
    my boy, you do realise openxcom comes with sources provided?
    >>
    >>2503499
    i have cat pilots. i have cat everything, i saw a cat first time and was like "yea give me a box of these lil' bastards"
    >>
    >>2503558
    I think its more a commentary on how ai has done insane shit like porting mario cart into cod and countless other examples. Basically ai is finally reaching the point it actually does shit kinda well.
    >>
    >>2503604
    true, but you still need to know how to code for the inevitable debugging, and no one will ever want to debug someone else's slopmod
    >>
    The gals have kidnapped you. What do they get for your interrogation?
    >>
    >>2503604
    claude is literally writing xpz remake for me as i type this.

    but don't attribute actual people's efforts to "ai magic". in my case claude is constantly failing at architecture and making bad implementations, despite all the docs we have, and i have to handhold him. and hopefully that doesn't change any time soon, or we're absolutely cooked.
    >>
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    >>2503656
    Claude can debug though. The actual issue is knowledge - to engineer a system you need full knowledge of the system. AI doesn't change that, and "slopping" is precisely asking ai to make something for you when you don't even bother to figure out what you want.
    >>
    >>2503676
    >writing xpz remake for me as i type this.
    I do hope you mean something like piratez world, missions, items, ect, but a more normalized xcom experience otherwise. I'd almost exclusively switch to that personally, if it was humans trying to take back Earth.

    And yeah, ai is a lot like a skilled but obedient autistic worker who does exactly as asked, but downside is it does exactly as asked.
    >>
    >>2503832
    nah, dramatically it will be more of a Hegelian tragedy. "muh rebellion" is for little babbies.

    gameplay-wise, it will be revolutionary. you'll see.
    >>
    >>2503845
    >dramatically it will be
    Stop vagueposting and say what this mod you are making is
    >>
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    >>2503862
    I'm not making a mod, i'm making a new game. No i'm not just gonna reveal shit, i'll shill the game here once it's playtestable.
    >>
    >>2503862
    >vagueposting
    idea guys know nothing else
    >>
    >>2503862
    It is going to be sacrificing the fidelity of the original for some gimmick "gameplay loop" or design. That's the only thing you need to know
    >>
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    >>2503872
    Dude i already have far better physics, lighting, sound system, ai(i'm using classic planners and real military tactics&hierarchical command through officers), than any immersive sim out there. 2000 units on a map 30 times bigger than ufo's largest - that's the active map where things happen at real resolution, the game is seamless openworld the size of real earth. and 2000 units is before optimisations, claude is right now rewriting sound system into 0 cost approach. by sound system i don't mean "playing sounds", i mean the system propagates sounds like in real life. dwarf fortress ain't got shit on me here.
    >gameplay loop
    i've achieved realtime tactics with pause
    >but realtime tactics with pause FUCKING SUCK
    no, they were just implementing the ux wrong.

    i've worked in gamedev for over 5 years, had a chance to work on a couple big titles as graphics pipeline, and worked on HPC for a decade. i am handholding claude to make the dream game and it's working perfectly.
    >>
    Damn all i wanted was a normal human vs piratez world, instead I get borderline skitzo vague posting. Disappointing.

    I feel like ai could probably do it but I'm not so great with ai.
    >>
    I haven't played Piratez since N13 and I feel like playing again. Any massive early game balance changes? California still give you cats?
    >>
    >>2504016
    nope
    yeah
    >>
    >ywn be an experimental academy sperm dispenser
    why live
    >>
    >>2503990
    dude i use cdda as worldgen provider right now. there's nothing to show, it's just ascii. and i'm not gonna just reveal how my systems work, or anyone with enough experience will be able to copy the work - ai cuts both ways.
    >>2504103
    yea, that will actually be one of the endings in my game.
    >>
    >>2504103
    X, grab the powerball bat
    >>
    Why is it that all AI sloppa makers seem to have the same exact personality? That strangely exact blend of smug and cryptic but at the same time insecure, as if, if they told you any more, someone else would swoop in and make exactly the same thing, but better.

    It remains to be seen, but I'm willing to bet that if this guy ever does makes it to release rather than simply vanishing, the "new game" will just be unfiltered slop that had never heard of the letters Q and A. Just my sense of that sort of personality.
    >>
    >>2504207
    Smug retard is indeed a recurring character archetype at this point. I think it's related to how so many ai techbros show the exact same kind of idiocy. Certain types of people are just vulnerable to developing these delusions. It's probably a known effect in psychology but in the future it might be associated primarily with these people
    >>
    >>2504207
    >>2504224
    why would i tldr the actual methods i use? you won't get 'em and in the worst case someone else steals them.

    the graphics layer currently is no different from cdda and won't tell you guys anything. i'll start showing stuff off once we go 3d in visualisation.
    >>
    >>2504247
    The point is you basically describe basically nothing except "piratez remake but really good trust me bro", which isn't even really an idea we can even judge either way. Basically it would of been better saying nothing

    Hell, maybe you ARE right, but just prove it in 6 months with a release
    >>
    >>2504247
    Take your meds loser, your delusions of grandeur are firing up again. Nobody's expecting anything out of you. Especially not a good game. You also aren't doing anything special that any other junior dev of your limited experience wouldn't figure out, you're just naive enough to think it is hot shit.

    It's just amusing how you act like a caricature. Even keeping it up after it was pointed out.
    >>
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    >>2504256
    >>2504257
    you have to trust me.
    >>
    >>2504265
    May you find overwhelming success in your endeavours.
    >>
    >>2504267
    thank you
    >>
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    btw you guys can post cool ideas you want in xcom(for me to steal and sell back to you). can be gameplay can be game world.
    >>
    umm no actually I need people to post their gameplay loop ideas so I can poach that instead
    >>
    >>2504280
    nah i have plenty of ideas, but i'm sleepy here and claude is churning away at the optimisations.

    instead of being mad you can just post cool shit you want to see ingame, and i may add it. when i'm posting actual playtest it will be too late to add random features.
    >>
    joke's on you, when I finish MY superior vibe coded xpiratez, I'll keep it to myself and just post here about how much I'm enjoying it and never share so much as a screenshot!
    >>
    >>2504292
    anon you are suffering from crippling autism. i don't have screenshots, i'm using cdda for worldgen and displaying in ascii. literally play cdda if you want a screnshot. i'm making the engine still.
    >>
    >>2504301
    no one's gonna care about your OLD and BUSTED xpiratez clone when I finish my NEW and HOT xpiratez clone!
    >>
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    >>2504303
    i welcome the competition. the weak try to pull each other down, the strong push each other to surpass.
    >>
    someone needs to be reminded yet again
    https://youtu.be/hqwP6uuYOWo
    tl;dw shut the fuck up and come back when it's done
    >>
    >>2504310
    i'm only posting here while claude is cooking. in 5min he'll get back to me again and i'll cook for 20min on architecture.
    >>
    >>2504207
    Why are you taking his shitposts seriously?
    >>
    >>2504373
    >low_quality_bait.jpg
    >>
    >>2504316
    Point is its cheap af to say "this is gonna be coolest shit ever" especially when you can't even describe it because "DONUTSTEAL™"

    AND EVEN MORE because you are a fucking anon.

    Unsubstantiated claims are hated especially when no name is attached, for an example, Intravenous 3 dev is saying his next game will have something "he thinks no game has done before". He COULD be full of shit, or lying, but hes also a known person so if hes WRONG his reputation is stained.

    You are literally an anon with no evidence or reputation, so it literally is "trust me bro". maybe you are working on something, but until its done, or you have something to show, speaking of it won't impress anyone.
    >>
    Please get a trip or name so that I can notice you immediately every time you post. I fear I will not be able to give you the attention you deserve otherwise. A signature or avatarfagging will work too, as long as it's unique. As a true believer and fan of your future game please do this.
    >>
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    >first enemy base shows up on geoscape
    >"enemy hideout-5"
    luv earth me
    >>
    v.o2 Long Walk 14-Oct-2026
    - OXCE update to 8.7.1 19-Sep-2026
    - Fix: N./S. America zones update
    - Fix/Update: Succubus and Pyromaniac condemnations
    - New Mission: Giftmaster's Lair
    - New Craft: Guntank (only for Captains with Limitless Ambition)
    - New Armor: Seashell Monokini (only for Captains with Weird Kinks)
    - New Weapon: Glaurung Machinegun (gfx by Brain)
    - New Maps: Rice Farm 3x3 x1 (by Solar), Jungle Tempe 3x3 x1 + 2x2 x1, maps for Urban x2, Industrial Slum x2
    - New Civilian: Lamia Man
    - New Music: Rift Riders by Ben Prunty
    - Captains with Flaw: Holy Wrath now get a delivery of anti-heresy weapons
    - Captains with Attribute: Forceful now get +1/3 standard Monster Hunt missions
    - Gunwagon now has Armor: 1
    - Orb ship components can be disassembled now
    - Brainer Outfit now has unarmed attack
    - Sniper Outfit now has SPOT 3
    - Minx Outfit no MEL penalty, VSKL bonus +3, gives extra XP (15)
    - Lamia Chainmail armor buff
    - Shotgun Fist +Melee acc.; Monstrumano +speed
    - Fixed the unneccessarily bottlenecked necroplanes progression route
    - Cruising Counsellors: Counsellors have slightly lowered VPWR (seduction chance); Thralls now attack with fists instead of Bad Touch.
    - Dr. X's route: if you get Sci Books from her Database, you can progress a little faster and your options for handling her might get broadened.
    - gfx updates (by Brain): Spitfire MG, Jezzail, Street Sweeper
    - gfx updates (by Ivan Dogovich): Floorobs for books
    - Pedia gfx updates
    - Terrain fixes
    - Minor fixes, tons of them (special thanks to Jacket, Vitali Lourie)
    >>
    >>2504477
    i literally described it - a huge active map, seamless world, thousands of units in play, realtime-with-pause tactics with actually good UX(the pause happens exactly when someone needs new orders or something new is discovered about the enemy).
    >AND EVEN MORE because you are a fucking anon.
    and why does that matter? Okay, suppose i am just lying, why would that make you mad? Play along and tell me about the shit you want or just ignore me. I am at least bumping the thread, no one was discussing anything.
    >>
    >>2504729
    That sounds like dogshit and more like an RTS
    >>
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    >>2504566
    i don't need attention, i need your suggestions.
    >>2504730
    yes! realtime tactics with pause are dogshit! but this isn't an inherent problem with the tactics being realtime, it's a fundamental problem with UX, which comes from how game engines worked since forever. this is why i'm writing a new engine.

    in my engine, you will get to make the exact same decision you'd make in ufo, with same exact level of planning and granularity, without having to pause every 5 seconds. it's just ai will act simultaneously instead of both sides taking turns. i've played enough openxcom to know the good parts and i'm confident this will work.
    >>
    Factory is not providing printer? Seriously?
    >>
    >>2504741
    why would it? printer is specialized equipment, almost as large as the factory.
    >>
    >>2504703
    >- New Civilian: Lamia Man
    what the fuck dio
    >>
    >>2504742
    It is printer's footprint + 5 workshops. Why wouldn't it?
    >>
    >think tank requires 10 brains
    >like it's something difficult
    >especially with envoy ships around
    >especially when you already have one think tank

    I just *arrested* the whole crew in two turns. Stirs something primal in me... like it's December 1999 again...

    There will be more of those.
    >>
    >>2504745
    you just don't understand worldbuilding. it's a factory, runts work on shit there. printer is a huge machine.
    >>
    >>2504747
    How does it compare to to maxed out psi blitzgal in sorceress?
    >>
    >>2504703
    >mexico included in south america now
    >database of dr. x now gives immediate access to dr. x without needing to fish for it from interrogations (but you need slightly more stuff like academy hierarchy AND you can't form the mutant alliance/research school books before you research the database)
    >necroplane part research can be gotten from interrogation now instead of gambling with recycling
    >new spartan stuff, including spartan bases (needs to be confirmed)
    >changed succubus/pyro (2 freshness drain at max instead of 3.6 and and 1 freshness drain instead of 0.8 at max), they're both slightly worse as a result imo
    Interesting.
    >>
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    >>2504749
    NLOS mind control with high chance against star god type target, I think 6+ attempts per turn. Just hotswap your bugeye pilots between missions to rest.

    TU booster for the surrounding crew (aka Overlord propaganda tower upgrade, muffled maoist wailing broadcasted into your brain) I havent tried yet. Dont feel like I need TU boosters with my style.
    >>
    >>2504748
    I'll consider it a worldbuilding thinking bug. Factory is so huge that it should be a no-compromise catch-all manufacturing facility. The fact that you need a total of 13 squares to get the basic manufacturing at scale is stupid and needs to be fixed.
    >>
    >>2504754
    you can fix this for yourself with just one string insertion, I think
    >>
    >>2504703
    >- Fix/Update: Succubus and Pyromaniac condemnations
    Ou mai gaaaah did dio finally?
    >>
    >>2504757
    but you see, you're both retarded.

    he doesn't realise that fun emerges from friction, for man is both Sisyphus and the boulder. so he hit this friction of not getting a printer, and reacted correctly with hysterics(creating meta-reality about the friction IS the correct approach), and you now are suggesting he removes the friction. if he just starts editing his game, he'll just keep destroying friction until there's no fun left.
    >>
    >>2504754
    >it should be a no-compromise catch-all manufacturing facility.
    That's just, like, your opinion, man.
    >>
    >>2504793
    >you now are suggesting he removes the friction. if he just starts editing his game, he'll just keep destroying friction until there's no fun left.
    NTA but yes that's exactly what whiners deserve. Let them have what they ask for. Let them ruin their own fun, have a bad time, and leave to seek fulfillment elsewhere.
    >>
    >>2504799
    but that is also you trying to remove friction in the meta-reality. you are a meta-whiner.
    >>
    >>2504804
    No meta. It's an improvement to base reality for all parties involved.
    >>
    >>2504749
    The MC is more spammable and better at long range, but that's it.
    IMO sorceress is much more fun to play with since it's not "1999 again". You don't even need maxed out blitzgals, weirdgals are good enough for reliable sorc MC if you position them properly. Just hanging around on top of a UFO will bring you 1 tile away from your target. Sorc is more versatile, flying, has a decent damage dealing ability as well and you can demolish mountains with greater mage's hand. What's not to love?
    >>
    >Lamia Man

    So, snakeman?
    >>
    >>2504792
    By fix/update it means dio tied the freshness drain to rank 5 and 8 and reduced the bonuses for max commendations. Means you can cycle gals on seductress and avoid the freshness drain if you don't go to rank 5
    >>
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    >>2504824
    Disappointing. Looks like I can't get rid of my submod to fix broken commendations just yet. Oh well.
    >>
    So how shitty playing ironman in the big mods? This is the only game where I actually enjoy living with my poor decisions. From what I can tell, they take a nu-XCOM approach where it's over when too many vets die.
    >>
    >>2504855
    They are meant to be played without savescumming. If your gals are constantly dying you will lose, yes. Git gud.
    >too many vets die
    xpz is balanced for you to lose soldiers all the time, but not TOO much.
    >>
    >>2504857
    How about Files?
    >>
    >>2504855
    Piratez has insane power curve on vets due to big medal bonuses, but doesn't have a major design problem with vets dying since there are various ways to bring them back (some of those codex limited) that also get better and more available the deeper you progress in the campaign.
    >>
    >>2504858
    files are kinda just bad. i played them on easy and it was either stand on spawn and shoot with reactions or "you get assfucked". your soldiers can take hits, but when a spider rushes you or something else unexpected happens you die. i'm an xpz veteran and the author of fast cat assault tactical school, but i couldn't figure the shit out in files. i wanted to see the lore but the mod is so fucking boring and just meh i couldn't keep playing it. i don't wanna shit on Solar yet again, because he have put effort into files, but they are just nowhere as good as xpz. maybe files could be considered better than the original ufo, if you're in for a long slog, but xpz also does long slog better.
    >>
    >>2504858
    Files has a veteran replacement program but it only marginally cuts down the hassle of training.

    In any case, you won't find yourself in a sudden failcascade spiral if you occasionally lose a very valuable soldier in either Files or Piratez.

    Losing is more likely caused by structural, long-term poor gameplay performance. Or simply getting caught with your pants down and not learning from such mistakes. And the longer you survive and grow your power, the less likely losing becomes like in any permadeath game worth its salt.
    >>
    >>2504855
    >So how shitty playing ironman in the big mods?
    It's totally possible as long you build an army and not an rpg party like the average player. No matter how decorated your veterans are you should always have a second squad ready in case you do a total squad wipe.
    >>
    Another video of that vr project. Looks extremely impressive, better than the 3d xcom project if I'm honest, and even geoscape looks nice

    https://youtu.be/ZnG8l5__fiY
    >>
    >>2504864
    >It's totally possible as long you build an army and not an rpg party
    ...I thought that much was obvious?
    Both games expect you to build up towards a shit ton of soldiers, large garrisons and constantly running training pipelines. Even if you don't play ironman and savescum losses.

    >rpg party like the average player
    [CITATION NEEDED]
    >>
    >>2504873
    >[CITATION NEEDED]
    Just watch the average xcom stream on twitch and see reaction to one of the soldiers named by viewers dying, there's always excuse how it's bullshit and they justify reloading the game. Then you look at their crew and they have like 20 people by year 3 because no one ever dies in the superhero barracks.
    And that's how I know a lot of people treat their soldiers like an rpg party, they think dying is unacceptable for stream heroes.
    >>
    >>2504875
    What the hell. I'm sorry but that's one dumb argument.
    Surely you understand why producing video entertainment for others with paid name inserts is a completely different case from actually playing the game for one's own enjoyment.
    >>
    >>2504879
    I mean even if you discount streamers if you've ever downloaded someone else's save file in bug reports you'll see similar behavior. Very small crew size with hundreds of missions and death count in single digits because "bullshit".
    You have no idea what average player means, what you think is obvious is not obvious.
    >>
    >>2504880
    nta, I agree.

    There are too many other issues around arguing that turning xcom into supreme commander is a good idea, but dropping personalization to me indicates basic unfamiliarity with the franchise.
    >>
    >>2504880
    >You have no idea what average player means
    Perhaps I don't, but I'm also not convinced by your examples. They don't align with how anyone I know IRL played the old game, or even the reality of what the mods are. You don't defend 8 bases with one small team of savescum-immortals, they can't be everywhere at the same time. Can't even send them out to missions on demand when freshness if a factor even if they were to savescum every injury. When every mechanic of the game is screaming at you to recruit more people, I'd like to believe that even the most brainrotted husk will eventually have the synaptic impulse to try that, despite the lack of yellow paint and quest compasses.

    Now, I am aware that over the decades the mainstreamization of gaming, the average gamer has declined into a lifeform lower than the ticks in my backyard forest--a normalfag. And there are even gaming-adjacent irrelevant phenomenoms like streaming. BUT I'd like to believe that crusty old games fail to attract significant numbers of the dumbest of modern gamers, and retain a playerbase similar to their original nerd target audience. People who love gaming for the problem solving and challenges, and not just following onscreen prompts to experience a banal hollywood story in a slightly interactive format.
    >>
    >>2504890
    >You don't defend 8 bases with one small team of savescum-immortals
    Bold of you to assume you'd even build a base beyond your first one. What do you mean I just died to negative 5000 score? I've done all the missions! The game is bullshit!
    What charts? Things flying outside of my radar? These things don't exist if I can't see them.
    >>
    >>2504893
    Yeah, okay, I get it now, my bad.
    My criteria for playing a game is actually playing the whole thing. At least completing it once.
    Not just picking it up, trying it a bit and discarding it. No doubt those cases are far more numerous for any game, and would skew the average player to someone who hasn't even seen more than a small fraction of the early game.
    >>
    >>2504880
    >death count in single digits because "bullshit"
    The issue stems from the fact that training recruits up to speed involves metric fuckton of otherwise ineffective manual grinding for no other reason than optimizing their stat growth. When I simply raised the maximum stat cap from dojo training to the actual stat cap, game became far more enjoyable and losses acceptable as losing a veteran didn't mean losing several IRL work days of pointless tedium.

    Dojo doesn't train morale so stuffing your your low morale recruit into a closet and body block them and make them panic ten times every mission is still there, but atleast that doesn't involve that much and can be done on any curbstomp mission.

    Reaction training unfortunately still requires tedium, and for that I have a squad who goes in heaviest armor possible and armed with large capacity pistols against low threat stuff and just have a firing line taking reaction shots.

    One of these days I'm going to go through all the condemnations(?), tally them up, adjust the stat caps accordingly and just remove the condemnations from the game completely. Locking stat growth behind using weapon X precisely Y times and then never touching said again is absolutely retarded design choice. So retarded in fact that I doubt there really was an an actual thought out choice, just randomly adding shit without understanding the implications at all.
    >>
    >>2504875
    Honestly, if your crew's dying(besides occasional peasant on hideout defences), you've got a skill issue. Xpz is incredibly forgiving if you just count how far the enemy faction can walk and memorise their reactions/nv threshholds. You have parrots and motion scanners for bullshit such as bandit caves.

    On my last playthrough, the closes i came to losing named characters was my best catgal somehow getting jumped by a lobsterman who hit her for half the health in underwater caves, and very early in game a guild team leader on industrial town dropped down next to my gal and unloaded like 5 shots into her, exactly because i rushed. Once you get red shields, which should be THE tech to beeline for, there's no excuse to even getting anyone wounded and the game speeds up drastically.
    >>
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    >>2504905
    >using weapon X precisely Y times and then never touching said again is absolutely retarded
    Guess what? You don't have to do that. Try to get over your minmax sperging, for it is completely pointless.
    Everyone will reach higher than necessary skill levels just playing normally their chosen weapon classes, which also emphasizes the different roles a bit.

    You only need to save yourself from yourself. Your sins will be forgiven.
    >>
    >>2504905
    Oh, and the option to play without condemnations has always been there, you don't need to mod anything for that. Just disable soldier diaries.
    This also reduces save bloat by around 90%. Not a significant performance difference these days, but the parser used to be a lot slower.
    >>
    i like commendations they are fun

    imo the number one way to reduce tedium in any xcom mod is to make (at least early) weapons less deadly by making a percentage of their damage be stun damage
    stun heal should be made more scarce to balance against this
    gals are quite tanky and this is why piratez is so much more fun to play than files - you actually grow attached to your units
    >>
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    What's the score-to-money conversion ratio? Did I lose money or gain it?
    >>
    >>2505225
    1 infamy = 333$
    >>
    >>2505227
    So that's a net gain of 42k
    And I get the money now and only pay the infamy penalty at the end of the month
    Actually pretty good, even if it feels bad
    >>
    >>2505076
    your idea is screencapped and will be taken under consideration.

    anyone else?
    >>
    >>2505233
    I'd love if there were crafts that had reasonable weight limits but higher capacity. One of the balancing difficulties is that once you get a big craft, you can bring endless amount of people using it

    I'd love options for craft with higher capacity that also
    -limit total weight (20 men with rifle's And nades is ok but not power armor and miniguns for all)
    -Armor restriction for craft, maybe interior is too cramped or such for power armor to crawl inside
    >>
    >>2505243
    crafts will be completely rebalanced in my game, as you won't have bases, the company and its wagon train will move about on the globe using horses, cars, eventually multiple hellerium-powered craft.

    i can also support thousands of units in play, squads, and balance the difficulty accordingly.

    the idea about weight is good though, i'll consider it once i'm doing actual gameplay.
    >>
    >>2505245
    >you won't have bases, the company and its wagon train will move about on the globe using horses, cars, eventually multiple hellerium-powered craft.
    >i can also support thousands of units in play, squads, and balance the difficulty accordingly.
    >the idea about weight is good though, i'll consider it once i'm doing actual gameplay.

    How tf is this even going to occur in oxce code base???

    While you are at it though, an option for a full 3d voxel battlescape like the above VR videos would be great. I really hope in 2 years Sprite only battlescape is considered antique
    >>
    >>2505251
    it's not oxce, claude is writing my novel engine as i type this.
    >an option for a full 3d voxel battlescape
    what do you mean by that? the game will be fully 3d like nucoms, with something like voxel terrain - you can mine shit like in minecraft(but much more granularly).
    >>
    Am I tripping, or did OXCE 8.7.1 come with the ufo defense files? Should I copy over them anyway? Will my phone explode if I do?
    >>
    >>2505281
    What branch are you talking about??? Windows zip build holds empty ufo and tftd folders
    >>
    how come there are no doggirls or mousegirls if dio hates catgirls so much
    >>
    >>2505336
    My bad. I downloaded the android one. I've never seen a build do this before and was hoping someone here might know why.
    >>
    >>2505376
    I don't believe it contains core files, if it does that's a MASSIVE mistake

    Sure you didn't already have core files somewhere???
    >>
    >>2505379
    I do. I deleted my old install of OXCE, updated, and went to copy my old install when the game just ran on it's own. It didn't have TFT, though. If someone else may be willing to verify this, it was the android version of OXCE 8.7.1.

    Also to anyone who wants to keep X-Piratez zipped on android to save space, use a 3rd-party file app (I use ZArchiver) to unzip Dio's archive of his game and rezip just the folders you want from the mod directory or else OXCE won't be able to see them.

    And don't be an idiot like me who spends hours looking for a fix and wondering how I did it in the past before seeing the word "ZArchiver" and immediately having a brain blast.
    >>
    >>2505400
    I mean I went to copy my old core files, not my old install.
    >>
    >>2505400
    Another clarification. On android, running the game without copying the core files brings a screen that asks you to find your core files for UFO and TFTD and then copies them into the game's folder. I attempted to and that was when I was surprised that the game ran flawlessly. I checked the folders and boom, UFO was filled and TFTD was not.
    >>
    >>2505408
    Did you have to reset settings??? My only guess is it kept your settings and settings kept your file location, giving a smooth start
    >>
    >>2504860
    >but i couldn't figure the shit out in files.
    Range is king, battle rifle/sniper firing lines solve 90% of all missions. Explosives and vehicle abuse cover another 9%. Melee is so overpowered (in both directions, to be fair) that nothing short of power armor or extreme luck will save you from getting one-shotted in close combat with basically any sort of fauna.

    The issue is so bad that a twice-nerfed burst-fire DMR rifle you get fairly early on will carry you until your men are manufacturing their own turbolaser rifles, effectively skipping two or three upgrade tiers, and even that is only a modest improvement.
    >>
    >>2505421
    You forgot smoke. Autosnipers and smoke solves everything. Even stealth ninja niggers.
    But yeah you can also play popamole with vehicle hatches.
    >>
    >>2505421
    it's just incredibly fucking boring compared to my normal catgal fast assault.
    >>
    >>2505429
    Everyone is only human after all. You're not going to be pwn all those superpowered monsters and aliens out there without automatic high caliber firepower. Doing peasant runs in XPZ is basically the same.
    >>
    >>2505415
    I don't think so. It copies the files to it's own location, which I deleted for a fresh install. And even if it did remember the location, why would it only remember UFO and not TFTD? Genuinely scratching my chin at this. Maybe it was an oversight. Whatever the case, hopefully they delete those files soon.
    >>
    File: bolivarflow.png (653 KB, 603x586)
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    >switch language to spanish
    >PRINCESA PIRATA
    >SEÑORITA
    >DAMA NOBLE
    >CAMPESINO CAPAZ
    >GUERRERO ESPECIAL
    >JEFA
    who are wielding
    >VIBROESPADA
    >DAGA FANTASMA
    >LANZA CANTARINA
    >ARCO FUTURISTA
    >ÁGUILA CONFEDERADA
    >PISTOLA DE PLASMA DE MAESTRO
    >PISTOLA LANZABOMBAS
    >AMETRALLADORA PESADA
    >MINIARMA VULCAN
    >GORDITO
    >CAÑÓN TORMENTA DORADO
    mfw
    >>
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    >>2505693
    i have suggested making files more tactical - adding tactical equipment(like for breaching) and changing the maps/enemies accordingly.

    this idea is going to be incorporated into my game properly, as my npcs already can do tactics in formation. btw i currently start to lag at around 5000 zombies on screen - that's on a laptop. and this is the optimisation point i've stopped at, now on to more systems.
    >>
    >>2505816
    Really wish you'd AT LEAST post a primative screenshot or something.
    >>
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    >>2505818
    I am literally using cdda worldgen, and rendering in ascii with cdda's letters. But i assure you this isn't cdda - that blue tint on the left for example denotes actual height of the landscape. The green npc is also using the same exact actor that the player's using, that those zombies are also using(though zombies are 4 cm high boxes - player and the npc do have appropriate bodies though).
    >>
    >>2505076
    >imo the number one way to reduce tedium in any xcom mod is to make (at least early) weapons less deadly by making a percentage of their damage be stun damage
    I literally made exactly this mod for xpiratez. Wanna give it a try? I haven't done the second part though:
    >stun heal should be made more scarce to balance against this
    >>
    >>2505429
    Falling into any repetitive "normal" pattern gets boring quickly.
    But the wackiness of Piratez lets it offer a lot more variety to play with, crazy variety that just would not thematically fit into Files.
    >>
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    forgive me dio sama
    >>
    >distress call
    >its laborers and government workers
    >try to stun everyone, take some minor injuries but it's not a problem
    >government pilot dodges shock baton
    >murders my entire crew with a pistol
    >lose airbus
    God damn
    >>
    Has anyone ever made shiny niners in time to be useful????
    >>
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    >>2505984
    Could be worse.
    https://www.youtube.com/watch?v=zUtC9zeiWoI
    >>
    >>2506172
    Yeah, I once used them extensively
    I'm glad you said "useful" instead of "optimal" because that changes everything.
    They can remain viable longer than you'd think but they're never the best choice.
    >>
    >>2506172
    they're good for training squads early on as the ammo is ubiquitous. I generally just use SMGs/suppressed pistols instead since it has a better commendation tied to it, sprayguns/messers too if I get them early
    >>
    >start playing piratez again
    >optimize the living shit out of everything
    >have better results, more money and fewer deaths than ever
    >in the process optimized fun out of the game
    i've never been this rich in a jack sparrow game at this stage of the game but I think it's over for me I just can't enjoy this game anymore
    hear me out pirate bros don't optimize don't read guides don't overthink just blast through the game by using whatever sounds cool
    >>
    >>2506333
    the xcom gameplay itself is dogshit and cannot be balanced. the fun part of xcom was in losing soldiers, but as soon as you add persistent units and start balancing the game, player has to avoid losing soldiers. this is why xfiles are so mind-numbingly boring.

    in piratez, the only way to avoid losing soldiers is to play unlike ufo - fast assault with shielded cats or massed artillery, make the game about terrain destruction and cornering enemies, or regenerating red gals, or super sturdy portable artillery green gals.

    the closest gameplay to original ufo is subterranean exploration with lokks and dogs - dogs die there like original rookies, lokks and ratmen are balanced like the original enemies.

    the ufo playstyle with safety - creeping with overlapping fields of fire, in heavy armour, and shooting the enemies methodically, is the same thing as xfiles and it is incredibly fucking boring.
    >>
    >>2506351
    I think the xpiratez shines the most in early game pogroms: Usually some sort of urban map. Lots of cover, broken sightlines and no idea where the enemy could be. This means weapons of all engagement ranges are viable. Artillery isn't powerful enough yet to turn the map into a featureless plains. Both you and the enemy don't have good enough NV/THV yet to degenerate combat into long range plinking matches. Room by room clearing is viable.

    I think Dio would do well to study this sort of gameplay style and aim to preserve it throughout the rest of the game
    >>
    Can someone explain tf is wrong with my controls? I'm on akimbo branch, but sometimes, only sometimes, space, or shift disables my toggled on night vision toggled with scroll lock. EXTREMELY fucking annoying when I'm trying to Sprint in a night mission
    >>
    https://www.youtube.com/watch?v=gJa4IzOUJtg
    >>
    >>2506333
    The only guide you should read is hotkeys, i did about 20 night missions before i found the night vision button.
    >>
    >>2506580
    While impressive, I'd prefer shooting for a voxel battlescape with sprites just for sheer mod compatibility. 3d looks nice but quickly becomes irrelevant when modded content arrives
    >>
    >>2506333
    Drop to LJS and deliberately play suboptimally by role-playing.
    >>
    >>2506687
    >deliberately play suboptimally by role-playing
    I will now play your game.
    >>
    >explosion radius mindbreaks /v/
    >>
    i wish hotels weren't so fucking good
    >>
    >>2506687
    I can't help but set up my original HQ in the midwest in XCF despite the location being strategically terrible. It just feels right.
    >>
    >spend february crushing 3 tleth bases one after another
    >march 17: third tleth base of the three new bases is found near my main base hub in europe

    How do I end those shits
    >>
    >>2506742
    ?
    >>
    >>2506993
    That's the neat part: you don't.
    Or use ctrl+k.
    >>
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    Found this shit cool

    https://openxcom.org/forum/index.php?topic=13242

    Can't get it working because its not an exe and I suck at linux bs, but looks nice
    >>
    Does anyone have experience with it on an android phone? always wondered if it was playable or a phone is too small. Would be 6'9" phone
    >>
    >>2507250
    Six foot nine inch phone? Damn son.
    >>
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    >26 days refresh
    bruh
    >>
    >>2507205
    Why the fuck would he only make prebuilt linux releases
    >>
    >>2507317
    >use linux
    >make builds for personal use
    I guess
    >>
    >>2507494
    Still a bitch to do if you arent a linux bro. Also hows it personal if hes releasing it???

    I tried, but I'm waiting for a windows build
    >>
    >>2507497
    I mean I would do the same, too lazy to bother with any other OS than my own. Just make builds for myself and release those.

    He did include a python3 script to get it from source on other platforms, so it should be just a matter of running that. But you'll have to install python first if you don't have it.
    >>
    >>2507500
    >>2507500
    >it should be just a matter of running that
    I hate trying to run linux scripts.
    >>
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    >>2507205
    I did try it and holy shit its fun, if a little wonky in parts.

    There's an option to download as an app image on linux, still no windows build sadly.
    >>
    Anyone use brutal AI fork?
    I wish someone ported it on Android like oxce
    >>
    >>2507633
    I use it, its fun but don't play on superhuman with it unless you hate yourself. Enemies can still be played/ outsmarted, but they are a lot less retarded overall and actually seek cover, proactively use grenades, wait for ambushes, or hide inside small cubbies to attack next turn.

    Also generally there's less aimless wandering, the movements feels more selective, and in bad situations they will wait in place to ambush you with reaction fire, which doesn't even trigger motion scanners.

    A fun time, especially if you can tolerate the difficulty spike
    >>
    What's that thing you can do by complementing your captain choice with your codex to have all ideas or something? What does that unlock?
    Haven't played in years
    >>
    >>2507641
    I'm familiar with it
    I play on davy jones/genius on it,
    Really enjoy xpz and 40k with brutal to the point where I only play that
    The higher accuracy and ability to check where someone shot from is pretty good

    I was just wondering since I never seen anyone mention it in these threads
    >>
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    >>2507727
    I think unfortunately this thread has excessive masterbatory nature of piratez while other stuff is ignored. Also maybe some are scared of boxce, which is fair, it makes the usually retarded piratez ratmen actual menaces to fear

    That 3dxcom fork is also quite good, a little buggy, but being able to PRECISELY attack a point feels extremely good.

    Its a shame theres so many forks that aren't merged together.
    >>
    >>2507731
    I like piratez and the depth but brutal really makes it tactical

    I wanna try this 3D fork, but unfortunately it seems like it won't work with mods

    Is it fully working for tftd? Ive never played a run of that so I might try
    Shit looks cool in first person
    >>
    BAI is fantastic, but the issue is that mods aren't balanced around it to begin with, so you really get your shit pushed in. I played XCF up to the invasion with BAI and almost got an aneurysm during the ninja missions.
    >>
    If BAI was so good it would be integrated into megamods, but guess what it isn't.
    >>
    >>2507749
    Actually, there's no technical reason why megamods couldn't ship with brutal-OXCE instead of OXCE.
    It could even be preconfigured to have all brutal AI features disabled, so it only provides the option to turn them on. Plus of course compatibility for submods that need brutal-OXCE like custom craft/hangar sizes.
    >>
    >>2507749
    AI behaving differently just breaks a lot of stuff. In xpiratez you can have the guild attacking your base early on with blaster launchers that they don't know how to use and will just rush in and die.
    I don't know if with brutal AI the enemies would intelligently camp the hangar and launch missiles at you with their infinite ammo but that would change the game drastically.
    >>
    >>2507725
    It's called chaos saint, you choose the codex that is the 'opposite' of your captain personality. Every month 1 captain personality has 3 ideas tied to it and the ascended codex gives you the 4th one. It's not a crazy difference in playstyle but you do get some challenging missions that tank infamy if you skip with the reward being special recruits and some other various bonuses
    >>
    >>2507749
    The issue is that the megamods were developed before BAI released. If Dio wanted to ship it with BAI, he'd have to playtest every fucking mission over again and rebalance every last part of the mod. For people curious about how intense it can be, play a quick battle of XCF+BAI against Red Dawn or something. It's intense and fun, but playing a total campaign with BAI would be exhausting.

    A short and sweet tactical SWAT mod balanced around BAI sounds pretty fun though.
    >>
    >>2507812
    dio have called bai dogshit and solar agrees i believe.

    their mods are hard enough already if you don't savescum. bai is a cope for cheaters to feel cool while cheating.

    also xcom cannot really accomodate good ai, no game can. except for my game, if my house clanker actually finishes this fucking quant rewrite.
    >>
    >>2507737
    Idfk why you say it doesn't work with mods, 3dxcom worked just fine with piratez, you're kinda retarded for assuming.

    >>2507747
    Thats why I play on second lowest difficulty to compensate. Way less dudes, way smarter
    >>2507749
    incorperation is a thankless job, even if you make a patch. Boxce is quite good, it Also just isn't custom tailored to mods often, but the right settings are still mostly ok
    >>2507767
    >In xpiratez you can have the guild attacking your base early on with blaster launchers that they don't know how to use and will just rush in and die.
    That's not boxce, unless you change to aggressive retaliation brutal DOESN'T TOUCH deployment of enemies, just combat AI, and slightly geoscape interceptor ai.

    And enemies don't have lock out from equipment tiers anyway last I checked >>2507867
    >bai is a cope for cheaters to feel cool while cheating.
    What are you even talking about??? How is making ai harder cheating???

    And why would I give a fuck if they hate it??? "Ooooh, I better listen to king solar and queen dio or else".

    >xcom cannot really accomodate good ai, no game can. except for my game
    Still shilling huh? And that kinda attitude holds oxce in general back, too many times people said its impossible and then it happened....like first person mode, and countless other crap. Naysayers are always wrong.
    >>
    Bros in that godawful mission GUNS OF THE PATRIOTS what am I supposed to do? Kill all the humanists in 5 turns? Seems a bit impossible

    And what's up with those bunkers that don't let you see inside them. Pretty gay mission.
    >>
    >>2507893
    Best chance is firing on the missle rack to blow the warehouse forcing a surrender, you keep no neat guns, but can actually win Early. Its still not easy
    >>
    >>2507884
    >>In xpiratez you can have the guild attacking your base early on with blaster launchers that they don't know how to use and will just rush in and die.
    >That's not boxce, unless you change to aggressive retaliation brutal DOESN'T TOUCH deployment of enemies, just combat AI, and slightly geoscape interceptor ai.
    You didn't read. I'm saying the enemy gets strong weapons in base xpiratez that they don't know how to use, but in brutal Ai I imagine they will sit and nuke your troops with all the high tech stuff
    >>
    >>2507896
    Oh, it's that old mission with the exploding warehouse? Did it always have humanists? I think it was raiders once upon a time?
    >>
    >>2507899
    Ahh. Yeah that's why I play on Lower difficulty, and dogs as scouts to avoid the brunt of that.

    Still too many overhate on boxce. Piratez would be much better if built for it, since piratez, like many mods, relies on tons of enemies with shitty ai and bs stats. Its more engaging to have 6 cunning bandits than 12 retarded ones

    >>2507902
    Always was humanists iirc. You can technically steal the guns but its extremely difficult early on
    >>
    >>2507893
    Just shoot the missiles for easy kills and be done with it. Actually capturing them intact before some nazi shoots it with his spraygun by accident is borderline impossible. The rewards aren't even that good.
    I hate that dogs can't surrender because it makes this mission in particular extremely annoying when every single humanist on the map is panicking but the mission still won't end because there's still some mutt on the other end of the map that's too retarded to give up.
    >>
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    >>2507909
    oh yeah what's up wit hthat? There was a change on this update where he made dogs able to surrender but I guess it was not enough?

    I have a mod that an anon here gave me before that patch that allows dogs to surrender that works. I guess i'll have to enable it again.
    >>
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    >>2507919
    I may have neglected to update my game in a while
    >>
    >>2507937
    no but still dogs hardly ever surrender right now. Every mission is a kill the dog so we can go home
    >>
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    holy clown car of a mission, by my estimate there were like 20 dudes left with all these reinforcements I just left because things started to look sketchy
    >>
    >>2507884
    I assumed it would need separate sprites etc
    It generates the voxels from existing 2D data? That's pretty interesting
    Or does it only make the floor/wall height data and other details are flat?
    >>
    >>2508003
    It uses the unit sprites already used in battlescape, and battlescape is 2d sprites drawn over existing 3d voxel data (all levels are made of voxels, its why a window allows narrow vision). This isn't even new tech, but its run pretty nice here.

    There's edge cases where textures look off, but they are very minimal, for instance these are alien base gore cages, they look kinda crappy, but they're an outlier.

    It works fine with mods though as it just uses the same method of sprite + voxel data
    >>
    >>2508007
    Goddamn that's pretty good
    I forgot about the fact that the game runs like that which I discovered upon taking screenshots by mistake

    It's a shame there's no windows exe compiled, would like to try this out with the 40k mod

    If I do compile an exe does anyone want it here? Id upload it for you
    >>
    How to deal with gals going insane when you gotta traverse the map because all the enemies are on the other side

    Also is there a way to mod the game so that neutral forces play before enemies? Because it sucks ass that in pogroms with the industrial map you can pretty much not save anyone and they get killed in the first enemy turn
    >>
    >>2508011
    incase you STILL doubt me, heres a screenshot from piratez in a random battle, a trooper deploying with a bloodhound against raiders
    >>
    >>2507749
    Well yeah, all of the major mod developers are bleeding heart casuals. Every one of any of them associated that streamed gameplay falls into save scumming or cloning dead soldiers. This is pretty well-known and they've been this way forever. I'm glad a handful of people think statbloat made a hard game that most people cheese anyway, but the modders themselves are F5/F9 babies.
    >>
    >>2508011
    If you DO make a windows compile, contact the dude in the oxce forum thread, I'm sure he'd appreciate it
    >>
    >>2508022
    I never doubted you

    Also what's with the sky being black? Is it a night mission or something
    >>
    >>2508056
    Its a day mission, but directly under a shadow bat craft iirc
    >>
    I've been playing that openxcom3d first person port, damn its nice, and so many good touchs.... well worth playing.

    Idk how that guy does so much crap in a week

    >Inb4 ai

    Confusing sightlines don't exist anymore
    >>
    >>2508007
    >There's edge cases where textures look off
    >It works fine with mods though as it just uses the same method of sprite + voxel data
    You're saying there aren't many edge cases, but isn't every single character just plain wrong?

    The problem is that character sprites have nothing to do with their voxel data which is literally just a height value. The sprite does not match the hitbox. At all. That's fine when shots are done automatically and shown on a distant camera view, but first person pixel-by-pixel aiming would result in obviously wrong results unless the sprite is used for hit detection and the voxel is basically just ignored.
    And I think this would be even worse with modded units since many of them have very detailed sprites that don't even match their assigned height relative to other unit types.
    >>
    >>2508267
    There's an option to draw the hitboxs, scale sprites, and it clearly shows when you are targeting a unit. These complaints are basically that it isn't perfect, but neither is doom, revenants heads are taller than their hitbox but nobody complained.

    Modded units are mostly fine, besides extreme vertical, or turret units, but again, hitbox option. And you can switch to iso on the fly if it's Really that bad, overall I think its an IMMENSE improvement.
    >>
    >>2507884
    shilling? no, i'm cooking. also my engine has nothing to do with oxce, next to oxce my shit is like starship(tm) next to a kite.
    >Naysayers
    what about nyasayers, though?
    >>
    >>2508318
    >Resumes shilling the moment the server is back online.
    Fuck off and buy an ad until you have something real to show. Your only demonstration of your so called rocket of an engine is a modified version of CDDA's worldgen.
    >>
    What are opinions on less popular overhaul mods for OpenXCom like Counter terrorist Operations, The Great War of the Worlds and Rosigma? I haven't checked out the first 2 but they seem really cool, are they fleshed out and complete?
    >>
    >>2508387
    >Counter terrorist Operations
    It's THE gun autism mod and I've seen people complaining that even Files has too many redundant guns.

    It's also by the IDT team. They have started a ton of big mods and you probably haven't heard of any of them. Guess why.
    >>
    >>2508533
    >Guess why.
    reptilian conspiracy?
    >>
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    >>2508533
    XCFs plethora of guns isn't so much an issue of quantity as it is that they've been added in completely randomly with inconsistent categorization and stats because Solar is a clueless nogunz and gave up on trying to balance or generally make sense of the non-scifi weapons a decade ago.
    >>
    >>2508327
    no anon, you have no clue about programming.
    >modified version of CDDA's worldgen
    my engine runs on the initial state supplied by cdda. i haven't modified cdda. my engine is like photoshop, and cdda worldgen is the picture.
    >>
    >>2508387
    ROSIGMA is the only one i've played and while the art and general feeling is great the balance is utterly nightmarish. There was a balance pass recently i've not tried but i doubt its any less cbt unless you know exactly what you are supposed to be doing.
    >>
    >>2508740
    Rosigma is awesome, I actually dont feel like I ever need another warhammer game
    >>
    >>2507111
    I posted that on /v/ and an anon said I was creating a psyop because he didn't recognise the weapon being used
    >>
    man i forgot how grueling the early game can be
    >>
    >>2508738
    I mean, even if he DID know shit, having nothing to show for it while bragging is dumb, and reeks of "my dad works at Nintendo" energy

    The first person openxcom3d fork actually has stuff to show
    >>
    >>2508913
    yea, 1st person xcom is pretty cool, a clever reuse of xcoms voxels.

    meanwhile i'm making xcom: supreme commander here. yea hard projects take a lot of effort, gotta lay the foundation properly.
    >>
    >Eldar get a massive expansion and Eldar-looking faces but it's just for Rosigma
    AHHH
    >>
    >>2508913
    I remember reading some discussion on forums about going 1st person to debug or make screenshots like a couple of months ago, so someone just went ahead and turned that into a mod where you can even see sprites and not just environments?
    >>
    Rosigma sounds fun. Just dive in? Or any little tips and tricks I should know?
    >>
    >>2508946
    If it's like the original 40k mod it's the mod of then bring anti-heavy/anti-vehicle stuff even on your first missions. The game doesn't really give a fuck if your mehreens/little green flackjacket guys are ready to face a cannon turret or two bombarding them across the map in your first fight.
    >>
    >>2508913
    The dream would be having a first person view detached from the main window
    >>
    >>2508946
    >Rosigma sounds fun
    Oh boy another sucker. Don't forget to write up an after action report when you quit, they're always fun to read.
    >>
    >>2507867
    >their mods are hard enough already
    More like tedious. Once you learn how the AI pathfinding works and memorize the amount of time units and energy each enemy unit has it's pretty trivial to figure out the optimum play. Brutal AI gives a little fresh air for the puzzle.
    >>
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    >>2509082
    >game is trivial if you memorize ridiculous amount of stats (never mind the fact individual unit stats are randomized on top of the baseline), memorize every fucking map, guess random spawns correctly, pretend that potential movement space doesn't become too large to be useful in just a couple of turns and generally just play with debug
    I'm starting to feel bad for laughing behind your back every time you post this intj sigmasperg take, so I'm letting you know you're being a clown.
    >>
    >>2509101
    I'm sorry you have IQ under 160, but you don't need to lash out because of it.
    >>
    >>2509101
    Let's be real here, I'm a retardo myself and even I've gotten a bead on the general pattern of how the AI behaves after hundreds of hours of play, such that I can usually finish missions without even taking wounds, much less a death. That's just the nature of an AI. BAI is no doubt the same thing, just different, maybe you'll need to change your playstyle to compensate, but there will also be a time a few hundred or thousand hours in that you'll understand it and be back in this same position. And there's nothing wrong with that.
    >>
    Bai has its own predictable elements that Are predictable, but it's made worse that almost no units have a bai patch to make bai custom tailor bai to individual units.

    Honestly, a utility made to target bai ai, open a mod, and generate a custom patch after you go through all custom units to set settings would go miles to help.

    Also I'd fucking kill someone for a merger of openxcom 3d and bai forks, dear god. Ultimate xcom experience there
    >>
    It is may of year 2 and my hero already has over 1000 kills. I may be relying too much on him..
    >>
    >>2508946
    >Just dive in?
    No, to play rosigma you must research how exactly the modders have decided they must mutilate the original gameplay so you don't wipe trying to fight any of the many things presented that you aren't actually meant to bother with until much much later
    >>
    Ninja bases are such a hassle to clear out I lost the will to continue playing.
    >>
    >>2509269
    rip n tear son
    >>
    >>2509117
    >tfw mensa certified 142 iq brainlet
    Feels bad man
    >>
    >>2509269
    >murdertruck
    Is that a new thing?
    >>
    >>2509337
    You don't name your toys?
    >>
    >>2509339
    Ah, ok then. Thought it was a new craft or something. And no.
    >>
    >>2509339
    i used to but late game comes in and i just have clones of fighters all over the globe i cant be fucked
    >>
    >>2509337
    Nah, it's the pachyderm that I ferry him around to missions in alongside some gals who break open buildings for him (it's easier to hammer through the walls of the bank than it is to breach the vault doors)
    >>
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    >trying out XCF ironman mode for the first time
    >three months in, I'm getting missions with endgame enemies (vampire knights and jarheads)
    what gives? this shit never happened in the regular XCF game.
    I thought ironman mode was simply more restrictive in terms of save files.
    >>
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    man why the fuck did i roll dumbass
    >>
    >>2509496
    Just don't fight em???

    Its basically an iq check, do you THINK you can kill a vampire knight in armor that shrugs off magnums?? If not, run
    >>
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    >>2509603
    >Just don't
    NO

    FUCK YOU
    >>
    >>2509603
    how the fuck do you even kill a vampire knight in xcf? i only ever stunned the bastard with massed thunderstrikers or fried him with massed chrys-gas grenade dogs.
    >>
    Ok, XPZ Cydonia, I cant be more ready, I dont think? I can slap together 20 veterans with high voodoo and 4 tanks, say, an 85mm or a lascannon, two Xplasma hovers and a brain crawler, or any other combination. What to expect? Robots, like in PRISS core? Invisible enemies? Maybe pack a demon gal? A witch?
    >>
    >>2509618
    This is going to sound retarded but I swear it works, bring an agriculture flamer and just slow cook him for 10 turns while putting magnums in his back. His bravery isn't so good, so you can stun lock him, just don't undercook him
    >>
    >>2509619
    If you've gotten way of the sword events about random enemies that seem beyond ridiculous, some of those are actually real. Make sure you can deal with any shield type and good luck, you'll need it.
    >>
    >>2509622
    No idea what you're talking about, so I guess no? A golden saint was kinda worrying for a moment, if we talk bosses, but went down in one turn. Shields means spellbooks for me.
    >>
    >>2509619
    >I cant be more ready, I dont think?
    Pack a source of mind damage.
    if you can bring a medispider do it the nano medkit helps a lot.
    Bring few liquid cools to regen freshness you may need it in last phase the hp cost is worth it.
    If you have chaos dagger or vampiric sword bring them to regen hp on meaty enemies.
    If you have photonic blade researched bring it or pick it up from enemies it's excellent at cutting walls.
    >and 4 tanks
    This is where you fuck up, tanks are really bad in that mission take 1 maximum but preferably 0 and only a hovertank.
    >What to expect?
    5 stage ultra marathon. But if you said you've done PRISS I believe you have two mars choices. If you go to pink marker that says "to mars" you go to vanilla cydonia which is a joke and ignore anything said above.. But if you have conqueror and you click cydonia button then get ready for the marathon.
    >>
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    >>2509496
    >endgame enemies
    >jarheads

    That aside, Vampire Knights that early ("Monsters vs Whatever" mission, I'm guessing?) is absolute horseshit and I'd be impressed if you can physically carry enough pistol and shotgun ammo to chew through their armor even if they weren't charging in and casually bisecting your dudes with greatswords.
    >>
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    you're too good at the video game? fuck you here's -3000 points
    >>
    >>2509714
    I did PRISS but in the end I got some kind of story plug, i.e. I freed Aurora and got "lol thanks" from her, and a message that this story branch is unfinished (I hate that actually and would like to not experience any dead end choices in the future btw, fuck you dio). For freshness I pack like 10 magic cakes and even more water of life. For mental damage I have a FND/brain scorcher, some ghost daggers, and a whip which I never saw work properly. I may add a spell or two. I assume I should expect warp damage too? Why wouldn't the tanks work? A plasma hover can melt its way through most bases, and the brain crawler doesnt even need to move from square 1? And should I emphasize EMPs like I did at PRISS?
    >>
    >>2509714
    >Bring few liquid cools to regen freshness
    He should have magical cakes. Leave the coolant fluid for syns.
    >>
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    >tune the fuck out of gear for cydonia
    >its 0g bullshit

    It's 2607 ffs
    >>
    Ok, I went deep enough, but no medkits is just bullshit. I have space variety but I never used them, and if I have three more floors ahead I need some. And 0g rules was the most important info about the final, and no one told me!

    Chase through the entry elevator is cool albeit. Does it stop, can you clear the level at all? And there's no content past that mission, I shouldn't try to capture a muton ninja for my sexual menagerie?
    >>
    I don't know. All the new missions after circa 2000 were kinda lame. And these 5 map marathons are not it. We need to do better as mod designers.
    >>
    >>2510217
    2020*
    >>
    >>2510218
    no, 2000*
    >>
    >>2510218
    He means ingame 2000
    >>
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    >>2509117
    >>
    >My captain's 'tarded. She's Solar Governor now.
    >>
    >>2509747
    alternative is

    >you're too good at the video game? fuck you now the game will present no challenge
    >>
    >>2510646
    Yes. That's correct.
    >>
    >>2510555
    What's that? Interplanetary orgies, you say??
    >>
    i should have known this would happen

    wish me luck lads
    >>
    >>2511229
    Could you only afford one dog or something? I usually go with at least a half dozen, every base.
    >>
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    I've planted this barrel bomb to help me clear out this last section of the ninja airfield
    AND THEY FUCKING SURRENDERED
    it didn't go off, fuck you ninjas for blue balling me
    >>
    >>2511235
    i was drunk and forgot to staff it
    >>
    >>2511254
    Carry on.
    >>
    >>2511229
    this game used to have like a grace period after building a base but my second base was attacked by dr. X nurses like a month after building when I only had plantations. I don't know if the nurses ignore the grace (and they should attack my main base not my secondary base) or if there's no grace period anymore.
    >>
    >>2511312
    it does, you can't get attacked in the month you build it
    >>
    >>2511327
    so it's just for that month?
    >>
    >>2511346
    yeah, the mechanic is that missions/crackdowns/ufos for a given month generate at the start of that month, so it's best to start new bases on the 1st

    exceptions might exist for ufos on base hunting missions, since i think if they detect a base, a fresh base assault ufo is spawned and beelines for that specific base
    >>
    >>2511354
    scary
    >>
    Openxcom 3d is looking REALLY good, plus shotguns finally have pellets that actually travel
    >>
    >>2511477
    Video?
    >>
    >>2511229
    >>2511312
    the game doesn't have a grace period. missions are rolled at the start of the month. you build your base on day 1 of the month, and it can be attacked on the day 1 of the following month. that's enough time to setup a garrison.
    >>2511246
    well they saw the bomb and were intimidated. what?
    >>
    >>2511532
    This guy isn't good, but he had a couple hour stream of it.

    https://www.twitch.tv/mumblemumblez/v/2912639006?sr=a&t=139s
    >>
    >>2511566
    the little camera window is neat
    >>
    >>2511566
    The future is here
    >>
    oh fug
    >>
    >>2511707
    who ARE the star gods?
    >>
    >>2511719
    Etherials, they combine new and old lore in this one.
    >>
    >chort
    >40hp regen/turn
    >universal refresher
    >give target freshness at the cost of HP
    >>
    >>2511783
    You probably won't ever need that even if you spam iron wind.
    >>
    jack sparrow clown cars can be fun sometimes, I didn't even move more than few steps away from my spawn point there were like 50 dudes swarming me
    >>
    >>2511802
    I already need that for a brain tank in cydonia. They're just separated, so I'll have to sap the ogre
    >>
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    >>2511858
    Fighting Doom enemies is always fun
    >>
    >>2511858
    scorpion?
    >>
    >>2512033
    the craft? no it's a pachyderm
    >>
    >>2511858
    Advice for JS? I know it's a joke diff, but I'm curious as to how you'd pull it off.
    >>
    >>2512142
    >Advice for JS?
    don't
    it's a tedious chore of a difficulty where you fight more ninjas than all the other factions combined
    take this from someone who cleared JS three times
    >>
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    >>2512173
    >cleared JS three times
    >>
    >>2512199
    I've played this mod for like 10 years
    >>
    >>2512209
    Ive played this mod for 12 years and never finished it once
    >>
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    three of those guys have multiblaster launchers..
    my think tank is READY.
    >>
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    >>2511858
    How is that fun? Dio kept deriding me for my cat obsession, but default suggested gameplay in both xpz and xfiles seems to be "research the best armour". Ok you bring in a big fucking robot and mow down pixel demons. How is that fun? While melee cats are always in close combat, always hiding, eyeballing tus, covering exits.
    >>
    >advanced sectopods with full shield are instantly killed with an svd

    huh
    >>
    Anyone have advice for what soldier to make into a chort? I've got a hero with tons of commendations but I don't know if I should use him or a "fresh" unit with only trainings and no commendations
    >>
    >>2512297
    A dead one. Any dead scmuck of a gal will do fine because chorts are just that busted.
    >>
    >>2512297
    Take one with high VP, then the penalty wont feel too bad.
    >>
    >>2512283
    this, my longest running xpz game is still my old cats-only run
    >>
    >>2512324
    how long is it?

    I'm playing my first game ever and it took me a year, almost daily sessions
    >>
    >>2512332
    I don't know how long it took in real time, but it's the only game I have where I've completed the conqueror.
    >>
    >>2512332
    Piratez is about 400 hours on first blind run, maybe 150 once you know what you're doing and not reading text anymore 50 hours is current speedrun time
    >>
    >>2511707
    >Star God crackdown
    get ready to suffer
    >>
    >>2512432
    I'm at least twice that. But I havent had a research done in weeks, because I licked the tech tree clean, as much as grey codex allows
    >>
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    Last thing a sectiod sees before death on a mixed base
    >>
    >>2512442
    they didn't find my base so I was safe but I need to up my defenses and air game because I'm only beating star gods in my main base and nowhere else for a long time
    >>
    >>2512452
    Is everybody melting like wax from all the heat? Damn, what a horror show.
    >>
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    >>2512854
    Its EITHER smoothing or super pixelated "faces".

    Really difficult to make them look good that close, but you CAN turn the filtering off

    Also, an accuracy line to estimate approximate spread was added
    >>
    >>2512854
    plasma is hot, yes
    >>
    >>2512854
    >eyewash
    >with goggles
    Should have put them down.
    >>
    >>2508935
    Technically, its a kinda fucky hack that takes the sprite data and overlays it to the voxel data, which works great 80% of the time even if other times it can look SLIGHTLY weird

    Still, considering its still 3d, edge cases aren't so bad
    >>
    Much better motion scanner is coming to openxcom3d 1.09
    >>
    >>2513068
    >>2513089
    Is it hard to make it work with Xpiratez?
    >>
    >>2513068
    kinda adorb how it generates those first person voxel weapons from the sprites lol
    >>
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    >>2513166
    You're asking if its hard to go to mods, select piratez, and run it???

    No, its legitimately harder going through options of a fresh install of oxce to get preferred settings. (Though you'll probably want to also view the 3d settings, I refuse to play without precision aiming enabled now)

    It runs, afaik, any oxce mod out there with ZERO problems, piratez, xcf, 40k(haven't tested but oxce3d is based on oxce 8.7.1).

    Worst you'll see is occasionally art in battlescape 3d look a little off
    >>
    >>2513168
    It is a REALLY nice effect that works WAY better than it has any right to, like 90% of guns look great, and maybe only a couple look odd (holdout 1x1 pistol is concerningly fat) but its so nice, the few odd cases are super easy to ignore. To my knowledge these aren't even hand crafted by made by algorithms, literally any sprite you could make RIGHT FUCKING NOW would still work.
    >>
    >>2513170
    yeah i can see exactly how it works from the stuff that's been posted here
    >>
    >>2513171
    Yep, also, forgot to say, it has a windows/mac/linuxapp image build now. No more "linux only" worries.
    >>
    I think the most useful thing about this is that tiny 3D view during the enemy turn, finally you can be sure which one of your units could see an enemy moving around, other than that i don't plan to use the first person view new features since they are basically cheats.
    >>
    >>2513184
    You can also play Enemy turn entirely in first person, it shows vision via the closest possible unit.

    Also cheats how? Assuming a fresh install and default settings, its literally identical to oxce on a mechanical level, stuff like akimbo and other stuff is completely optional to use, and can be turned off.
    >>
    >>2513188
    Don't projectiles work in different ways with the default settings? Like they have less spread, turning in 3D costs zero TU by default and also i'm not sure if those free flares alter gameplay, i assume they don't.
    >>
    >>2513190
    Incorrect.

    There's an experimental setting off by default which allows boomer shooter like aiming and shooting (basically no spread , always aim like serious sam or something) but with that off, its standard xcom dumbass aim

    Free look, to my knowledge, doesn't actually "look" look, but just pans camera, IE, if you look behind you, you don't actually look behind you until you look behind you. Even if that's broken, looking with my settings always takes tus for every 45 degrees you push past, JUST like isometric.

    But I'll check incase something is broken there.
    >>
    >>2513191
    I just tried turning around in 3D view and the unit literally turned around with no TU cost on default settings, i would imagine its not intended but you never know
    >>
    >>2513192
    Its a setting, which really, really should be on be default. Options , 3d, movement, turning cost.
    >>
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    What the fuck, how is this fair at all?
    I started constructing this base this month, too.
    >>
    >>2513337
    a ufo probably flew by, saw it, and sent a kill team

    base defense is such unmitigated ass, i hate it so fucking much
    >>
    >>2513337
    Do you have aggressive retaliations turned on?
    >>
    Ok, what in the fuck do I even need to do in cydonia lvl2???

    I cleared the entire level, I even found two hidden floors below the solar governor cruiser, or whatever is this ship, with 4 turrets on each, and I killed them. There were no elevators to those rooms, but still. I dealt with all reinforcements, the mission just doesn't end.
    >>
    >>2513530
    The mission can never end because there's a hidden rocky in a corner of the map which can never surrender
    You have to use the exit tiles to get to next phases.
    >>
    >>2513532
    >rocky
    yeah I found him. I'm not dealing with all the logistics, boy gets the edit
    >>
    >>2513532
    If it werent for the fucking turrets below the ship I would have played along. But I spent like 10 turns getting people to go down below the ship, blasting the turrets, and now there is essential crew that, as it turns out, is out of bounds of the level - there's no elevator from the turret pit
    >>
    A new oxce3d patch has hit the tower (wait, that's a blaster bomb)

    1.09
    -Melee crosshair based, to strike wherever in vision if in range
    -3d motion scanner, see 3d terrain and motion scanner at the same time, screen turns with your vision
    -sprite based hitboxes option, shots more accurately hit based off given sprite
    -better default settings, renamed and reorganized options
    -opacity options for smoke, day or night seperately, opacity on corpses so they won't block shots
    -playstyle preset setting, faithful, fps, or custom. Faithful is mechanically identical to oxce, fps plays more like a shooter, custom lets you alter multiple variables independently. Default to faithful.
    -fixed accuracy and spread indicator
    -instant chain explosion mode
    -instant death mode (enemy death animation doesn't interrupt firing)
    -idclip mode
    -shot damage range indicator on crosshair option
    -and more
    >>
    >>2513558
    I'd love a true spherical explosion in xpz. Would make clearing underground tleth a lot easier, or a lot harder, but definitely more interesting.
    >>
    >>2513615
    There's a setting for that already????....

    Oxce, explosion roundness, or something

    Also look at those bullet holes, leaves some nasty aftermath
    >>
    >>2513619
    Explosion vertical caps out at 3 or something, far from spherical.
    >>
    >>2513622
    >>2513622 #
    >>2513558 (You) #
    Sure looks like more than 3 to me. 3 isn't the tile cap, its how "round" they are.0 is flat, 1 is burger shaped, 2 is sphere 3 is almost egglike.

    Now get chryssalid'd for your ignorance
    >>
    >all these nghas implementing all sorts of stuff in xcom, except craft hull sizes for proper small hangar functionality.
    >>
    >>2513668
    I don't care but how hard is that to hack in with the OXCE moddability even?
    >make 1x1 hangar, tag: smallshit can use it or tag: bigshit can't use it
    >give all vehs bigsneed or smallstuff tag
    >additional tag or something: likessmall #when all hangars are free to enter smallsneed goes to smallsneed hangar first
    >>
    >>2513690 it literally exists in a couple mods IIRC, just most don't fucking care
    >>
    >>2513668
    >>2513690
    >>2513692
    Brutal OXCE already has that functionality.
    >i dont want brutal ai
    You can disable all of that. So it's just OXCE with slightly more E for modding.

    I think there are submods for both Files and Piratez.
    >>
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    >>2513696
    Who TF says they don't want brutal ai? I'd stab someone to get a merge of BOXCE and OXCE3D, end of all ports desu
    >>
    >>2513696
    From what other anons in the thread said, the small hangars exist, but craft hull size (to restrict some crafts to specific hangars) is not implemented yet.
    >>
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    >>2513698
    Most people.

    >>2513902
    No, that's normal OXCE.
    Brutal OXCE adds support for different hangar types. And there are submods to bring this feature to some of the megamods.
    >>
    >>2513907
    I think boxce is great, much better to have a handful of actually menacing ai opponents than a clown car of retards

    Plus realistic accuracy, and blindspot mode
    >>
    >>2513627
    Damn, that looks like System Shock
    >>
    >>2513989
    Imagine bumping that with physics and voxels, like in that demolition game
    >>
    >>2514035
    If you meant terrain FALLING and stuff, unlikely...voxel based damage MAAAybe....
    >>
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    My first playthrough is done. I started on 23 of November last year, with maybe a month of downtime in total.
    >19387 enemies smitten like sheep
    >favorite gun - 14mm cannon (vehicle)
    >gray codex

    Think I'll take a break, gold or green codex next. I fucking love this setting.
    >>
    >>2514074
    I mean like teardown
    >>
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    >>2514093
    yeah, like I said, falling, crumbling debris like that is no way, at least in a physics capacity, but individual voxel capacity maybe.
    >>
    >>2514093
    you could do voxel destruction quite easy as a decorator on openxcom's grid.
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