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Messages - Juku121

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1516
The X-Com Files / Re: The X-Com Files - 2.2: The Inner Circle
« on: January 21, 2022, 11:13:14 pm »
Vampire Knights are something like two tiers above most other enemies at that point in the game. People have discussed the care and feeding murdering and mutilation of VKs several times. e.g. here. Fire seems to be the most accessible option.

The four basic cults can and should be terminated around the time the invasion proper starts, both to progress and to avoid some nastiness. Monsters will also be cut down a lot via certain research. OTOH, many of these creepy-crawlies are like candy dispensers later on: you get free training, money from corpses/specimens, and occasionally resources (chupacabra farming :o :D ).

32 spiders are tedious though. The monotonicity of early-game missions is probably the most common complaint about the mod, especially outside the more invested fanbase here and on Discord.

My personal (partial) solution was to make all cryptids into Leeroys. Monster missions became more tense and much shorter, i.e. more fun. Can't do much about the others except hope Solarius spices things up sometime, but he's been focused on non-early game as of late.

Well, that and not play on any of the difficulties that inflate enemy counts.

1517
The X-Com Files / Re: Vampire Knight
« on: January 02, 2022, 05:53:36 pm »
Stun spears? Taser cannons? Lots of tasers, maybe with Muckstar clips?

1518
You're welcome. I've used some of these for my own private mods and I quite like them, so at least I could give something back. It's not the PG13 - which I could care less about - but because they're nice pictures.

1519
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 24, 2021, 03:35:26 am »
X-Com does not discriminate. Even if you have no arms. We'll just stuff you into an armoured suit and hang some gauntlets from the stumps. :D

Goes for the other suit as well.

1520
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2021, 08:25:37 pm »
My bad.  :-[

Although looking at the changelog, just plain 7.1 says
- Fix statistics calculation for commendations

Maybe that's it? I guess Meridian will have to clarify this.

1521
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 23, 2021, 08:00:47 pm »
Link.

A better question is, why were you unable to find it? It's not as if it's hidden in the fifth post of some forgotten thread...

1522
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 23, 2021, 01:29:22 pm »
Why are some leader corpses (at least Sectoids and Ethereals) cheaper to sell than regular ones? The NWO guys don't want their former drinking partners' bodies? :P

Edit: And I've got to give Solarius some credit where it's due. I've tried 2.2 for a bit, and the Council-related fluff is much better explained now. I may still not personally like it, but it's hard to deny that it's them who hold all the cards while occasionally failing to capitalise on that due to infighting.

1523
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 22, 2021, 01:19:43 pm »
I assume it's not some kind of fake wall issue? What if you just delete that square and its surroundings and then rebuild it?

1524
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 22, 2021, 01:15:01 pm »
Ah, I forgot. I think I removed a lot of that limit last time I was seriously looking into things, and then retroactively wiped all memory of it having ever been any different. :D

Anyway, balance has changed. In vanilla, you could probably build everything you wanted under 1000 alloys, even if you splurged. Unless you had a hard-on for fusion balls. :P

You could expect to get that amount without too much trouble and have surplus to sell, even.

In XCF, you can spend as much on mid-game armours alone. Or aircraft, or minigun ammo, or Pike missiles. :( Not to mention all the other cool things. And UFOs aren't really all that more prevalent, the game just goes on far longer and has a lot of other mission types.


After some light testing, it might be an artifact of me fighting too many small UFOs. I'd still be happier if we got about twice as many alloys. Especially from the smaller craft, like ~5 vs 2 from the moon lander, ~30+ vs ~15 from a medium scout, 50+ from a large one, maybe less from others. 450+ from a Battleship is perhaps a little too much. But that'd require some precision tweaking. Some big bases might actually be too generous even now.


Finally, Alien Gardens might also need to be relaxed a bit. Getting one (1!) of them after a mission when a Toxigun flask also takes one to build is way too little.

All in all, I propose changing 'recoveryDividers' for Alloys, Plastics and Terramite during non-installation missions to 5-6, and Alien Gardens to about 5.

1525
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 22, 2021, 10:04:30 am »
Is it truly intended that alien alloys (and other similar materials) are almost always recovered at a 10% alloy/tile ratio?

Because that makes UFO recovery a rather poor source. Given the gating of titanium manufacturing behind the foundry, the relatively inflated prices of smaller projects, and the whole fiddliness of manufacturing ammo for a variety of weapons in the first place, I'm not sure what the idea is here.

Not to mention the hit to my SoD when you need a whole small-ish flying saucer to make ~300 rounds of .50 cal ammo, or worse,  ~150 rounds for a tiny spy handgun... :o

1526
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 22, 2021, 03:23:15 am »
It looks like the spirit of Dagon is still blocking this passage after all these years. It's driving me nuts every time I have to go past there. :'(

1527
Here
Edit: Ivan updated the OP.

1528
OXCE Suggestions DONE / Re: [Documentation] Scout/Sniper AI
« on: December 21, 2021, 11:35:24 am »
And it is up to the modder to decide the weight for type 1 and type 2.
Does this reference the 'sniper: XX' chance? Because if so, I don't think it quite addresses the original question which essentially asked about having two different sniping behaviours, not two different behaviours for snipers.

If Meridian indeed meant two different sniping patterns, I'd be very interested to know how that works. Or worked, if it's been changed before or after.

1529
I took a look and I have the 99F3.104 version. I think it had all the pictures, it just wasn't working right with more current versions of XPiratez.

Someone would have to make it compatible again. If Ivan wants, I can attach it here and he can restore the glory days.

1530
The X-Com Files / Re: No Advent in 1.91
« on: December 13, 2021, 02:24:33 pm »
MiB aren't alien patsies. They're the stormtroopers of the NWO, or a faction thereof that wants to survive the invasion and retain their cushy seats. Or something like that.

They're also 100% human, last I looked. Transhuman, maybe, but not straight-up alien.

Hybrids and MiB are different factions with different goals. They cooperate against X-Com, but that's it. Of course, from our POV, they're both humans with alien stuff mixed in who fight against you, so they're indeed relatively similar.

Ultimately, the difference is that the MiB is a legitimate - if hostile - human organisation and the Hybrid knockoff isn't.

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