Let's Sperg Let's Play XCOM XPiratez Mod (ON SUMMER HIATUS) - Lethal amounts of autism ahead.

What shall we do with our captured Damsel in Distress?


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Dude, that "song" sounds like an Indian man getting high as fuck on a psychotropic cocktail whilst raping a robot jury-rigged out of an old Atari and a Moog synthesizer.
It's very fitting, but goddamn, man.
Reminds me of Earthbound.

I will raise a red flag about your lack of brainers, though. Yes, they're expensive as all fuck, but you really should be trying to max out your lab space.
I have a tendency to play with the minimal amount of Brainers until I really have a superior source of income, which at the moment is a bit beyond me. I could probably afford at least one more Brainer comfortably though.

In general you can stand to take more live captives, that blue suited guy is worth $100k alive, to say nothing of the immense research values in interrogating captives again and again.
This kind of ties into my Brainer choke up above but for the moment I have more captives than I know what to do with. Additionally risking the damage (and miserable recovery time) to get in close and get captures at all costs just isn't practical for the small groups I'm still working with.

Of course that example with the Sharp Guy was blatantly the wrong thing to do since I had someone right on top of him and still shot him, but I couldn't resist. I have to add a least a little bit of humor here and there. Everyone can call me a faggot later on if this comes back to bite me.

How can you loot the ability go AWOOOOOOOO?
I think it was automatically researched along with the Werewolf Savage since its an ability they carry. Also I forgot to mention the item image is obviously based on Insanity Wolf, which makes that the second ancient shitty Reddit meme we've encountered.

The bounty hunting scheme reminds of those factions from War of the Chosen. Too bad that all you're getting is extra money instead of random item drops and research boosts.
The Bounty Tokens can be exchanged for Prizes which mostly take the form of extra equipment or weapons. The Bootypedia explained that but I didn't so I guess I should fix that.
 
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I think it was automatically researched along with the Werewolf Savage since its an ability they carry. Also I forgot to mention the item image is obviously based on Insanity Wolf, which makes that the second ancient shitty Reddit meme we've encountered.
So we are murdering Reddit Furries? Truly we are doing gods work.
 
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So we're playing as female Kratos's with guns, fighting nazis, aliens and furries...

Yeah, this game should be more widely recognized. What other sort of madness will we encounter?

Moreover, when do I join the fray? I wanna indulge in ultra-violence too!
In the last updort, Las got to post 13 of the thread in terms of new people wanting signup.

Because he's focusing on the Gals, which as I understand it are rare but overpowered units, it's taking a little while to get a gal for everyone. That's part of why he's taking every rescue gal mission he sees.
 
In the last updort, Las got to post 13 of the thread in terms of new people wanting signup.

Because he's focusing on the Gals, which as I understand it are rare but overpowered units, it's taking a little while to get a gal for everyone. That's part of why he's taking every rescue gal mission he sees.
JUSTICE FOR @JongleJingle and @TerribleIdeas™! TEHY DESERVE A TURN AT STOMPING MUDHOLES IN MUTIES AND SHIT, TOO!
 
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I have a tendency to play with the minimal amount of Brainers until I really have a superior source of income, which at the moment is a bit beyond me. I could probably afford at least one more Brainer comfortably though.
Well, I guess we'll see how it works out. I come out of the /xcg/ school of thought, which essentially amounts to "if you're not adding at least 1 brainer per month, you're doing it wrong".

A bit of advice for new players: start on Gritty difficulty. It's tough as shit sometimes but there is way more variety than on lower difficulties and weapon progression is more pronounced.
In more general advice, difficulties 1 and 5 are both joke modes at the expense of people who call the mod too hard/easy. 1 is all but the game playing itself, 5 is... well, those missile strikes we got a hint about? Expect to literally never see the end of them.
 
In more general advice, difficulties 1 and 5 are both joke modes at the expense of people who call the mod too hard/easy. 1 is all but the game playing itself, 5 is... well, those missile strikes we got a hint about? Expect to literally never see the end of them.
Remember when actual games had the balls to do stuff like that? My opinion of this mod continues to rise.

And yeah, I hope recruitment picks up before this gets to the mid-lategame inevitable meat grinder where underleveled rookies will just get mowed down, but I understand there are limitations here.
 
Remember when actual games had the balls to do stuff like that? My opinion of this mod continues to rise.

And yeah, I hope recruitment picks up before this gets to the mid-lategame inevitable meat grinder where underleveled rookies will just get mowed down, but I understand there are limitations here.
Weird fetishy stuff aside the game does seem very cool and full of old school spirit. I am most interested in seeing what next random art exhibition the bootypedia turns into,
 
I once heard of a legend that says that during the crucifixion a man mocked christ and even spat on him IIRC, so he was cursed to wander the earth until the second coming, that pic with ancient Biden kinda makes it true lol. Anyway I'm really enjoying this, and as said above barring the obvious fetish fuel the game looks really interesting
 
So, while we're waiting on the next update, I'll go ahead and do a primer on some of the vagaries of Piratez combat.

Firstly, let's go over damage types and armor. While base X-Com had 6 damage types (AP, HE, Incendiary, Laser, Plasma and Stun), Piratez cranks that number all the way up to nineteen, though two of those (Heat and Cold) are only used for environmental effects. This massive expansion of damage types is then combined with a corresponding expansion of X-Com's damage vulnerabilities and resistances, plus some new additions. For instance, let's take a look at the glorified rags our gals started out in.

armor1.png


First and foremost, Ubers are possessed of exceptionally tough skin, giving them a natural 20 armor (compared to the 5 of normal humans). Secondly, we have the resistances, presented in percentages (any damage type not listed uses a normal 100%). Thus, we can see that the Castaway suit is slightly vulnerable to fire due to its raggy nature, while its light and breezy design makes it well-suited for deserts but quite chilly in the snow., and since gals are not robots, EMPs have nearly no effect on them. For the more esoteric types listed here, Charm damage is a special non-lethal type, more-or-less the act of making the victim to horny to concentrate on fighting, with resistances operating on a rule of thumb where males become more vulnerable to Charm the less they are wearing, while females become more vulnerable the more they are wearing. There's probably some sort of commentary on sexual attitudes in there somewhere. Choking damage covers both smoke inhalation and strangulation, and defaults to a 4x vulnerability unless the armor in question comes with a gas mask or the like. Finally, Warp damage is something we won't be seeing for long enough that I'm going to decline to explain it.

Lastly, we have several auxiliary effects provided by the armor. To explain combat stress, I also have to explain how Morale and Freshness work, so we'll get to that in a moment. Due to the aforementioned light and breezy nature of the clothes, Stamina recovery per turn is increased, while Evasion is part of the formula utilized for protecting against melee attacks or guns at point-blank range, with this formula getting smaller the more bulky one's armor is. Inventory is also dependent on armor, with the listed number being the slots provided in addition to the default space.

However, even this doesn't cover everything that armor does, so for quick comparison, let's examine the first proper armor our gals are likely to get their hands on, the Tac Vest:

armor2.png


The Tac Vest doubles the protection our Gals receive from the front, along with a minor increase in the rear. Even better, it also provides a minor defense against Piercing damage, which covers traditional firearms, making it quite well-suited as an early-game armor. However, it does come with some minor drawbacks. Another thing armors can do in Piratez is directly modify a Gal's stats, and in this case, the weight of the armor carries minor penalties to one's TU and Stamina. These modifications are not always negative, however, and some armors derive their value almost entirely from the stat bonuses they provide. Also note that armor's weight is also directly reflected, counting as carried weight simply for being equipped.

On the matter of inventory:

armor3.png


Here is the inventory screen for the Ganger armor, one of the better super-early options for inventory space. While much of this operates as you'd expect, there are a few additions worth noting. The QD slot stands for "quick-draw", and provides the shortest TU cost for inventory-to-hand transitions. Hat and Wear are for auxiliary items of clothing, with hats being worn on the head, while Wear covers undergarments such as bras and corsets, rain coats, towels, and my personal favorite, belt-linked ammunition. Lastly, the JEW(elry) slot covers anything that fits around the neck, and Piratez has an irritating habit of automatically assigning bandages to that slot in particular, because it's not a fast one to draw from.

Alright, I've dawdled as long as I can, let's talk Freshness. Piratez significantly alters the way morale works, with it constantly ticking down as a battle goes on, which can be fluffed as either increasing anxiety about the cavalry showing up, or simply your Gals getting bored and shooting off their guns for fun. This is what is known as Combat Stress, and its severity can be modified by armors, such as the Castaway outfit's reduction, meaning less morale loss per turn. Either way, morale has to be continually replenished, usually by killing enemies, thus driving the player to act aggressively. As a balancing act to this, all gals have Freshness, which serves as a measure of how well-rested a Gal is, and provides modifiers to Stamina recovery, Firing Accuracy and Morale loss, but also depletes over time, albiet at a slower rate. However, Freshness does not recover to full at the end of a mission, and instead recuperates in a manner similar to HP. Thus, running your gals too hard can result in them going into combat with little to no Freshness, which will cause them to fall apart and become useless panickers much more quickly. Personally, I like to imagine that the loss of Freshness inflicted by most condemnations is a representation of a gal accumulating PTSD from all the shit she's seen.
 
Based waitposter. And the fact that ammo belts are wearable makes this mod even better. This mod is truly a marvel.
 
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This X-COOM mod is so unapologetically retarded it's unironically awesome and too fun not to partake in this trip. If there's still room on your Thousand Sunny, sight me up too! 🏴‍☠️
I got a Null-coin in my pocket, and if you wanna be my fren, we are..we are on a cruise!
 
My gal seems to be accumulating an ungodly amount of stamina each mission. I have to say youve done well for having such low casualties so far (but that might be that I just like spamming peasabt archers with a spotter since bows dont require los and arc a lot like artillery)

@A_Callow_Youth based I never really figured out how those freshness and stress stats worked
 
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