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Messages - X-Man

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226
The X-Com Files / Re: [POLL] Commendations: hidden or not?
« on: September 23, 2019, 10:26:11 am »
It's awesome! I was wondering why didn't you include medals from Final Mod Pack, but this is more than I expected!

It's definitely should be the 3rd variant from voting. But I have a question... Will these perks add extra points within the limits of each stat or it could be possible to rise each stat above its limit? If it will be the first variant... well, I don't think this feature will have much sense, it would be better to add some medals, just for fun :)

227
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 21, 2019, 05:36:07 pm »
How do progress through the Advent arc? I am aware that you have to get clinic files but as previously discussed it's a pain to get will this be changed and what then is next, some sort of Hybrid base?

Base and opportunity to assault alien embassy (if you have it).

228
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 19, 2019, 08:39:06 pm »
why has HWP minigun clip storage size 3? that seems awfully much for a simple ammo clip...

Why not? It's a big bad minigun with clip capacity of 360 buullets after all ;)
More 'interesting' thing is that HWP's minigun has the same firepower as common minigun... And has no tritanium upgrade :(

229
The X-Com Files / Re: Strategic advice - cave missions
« on: September 18, 2019, 07:05:20 am »
It directly depends on reactions of both sides...

Thanks. As I suspected...

...and TU's they have remaining

Oh, really?  ;D

230
The X-Com Files / Re: Strategic advice - cave missions
« on: September 17, 2019, 08:50:14 am »
Well reaction is out of the play with my usual play style.

Vanilla-style, where most of enemy troops killed from squadsight shoots  ;)
That isn't good. This mod contains many close-quarter missions, where could be a lot of surprising situations where you can count only for appropriate reaction shots. And one more thing... I'm not sure, but I think that the value of our soldier's reaction decrease chance for enemy's reaction shoots. This is vital for superhuman difficulty, especially with fighting against aliens.




231
The X-Com Files / Re: Strategic advice - cave missions
« on: September 15, 2019, 08:26:53 am »
I can tell you how I manage such mess usually.
Firstly, throw light to all potential entrances to your positions. Secondly, place your soldiers to the farthest walls opposite entrances, then sit and wait for reaction shoots (I'm always train reaction on 'strange life form' missions, so I never have any serious problems with reaction shoots).
Use a couple of drones for scouting (keep in mind that drones can also spend their stamina for sprint moving). Scanners are also could be of some use. The main weapon is Trasher shotgun (one shoot on short dist kills/stuns any zombie, except guardians and knights; for common monsters CAWS will be enough). Use mines and sensor grenades. You can also  use dogs to grab activated mine or SG and put it farther from your positions, deeper into the cave. If you have enough time you can use pickaxes to enlarge your initial area for more comfortable positioning of your soldiers (if you don't have enough space there). Such preparations should be enough. The other part depends on how well your soldiers trained and, of course, how l(f)ucky random is ;)

232
The X-Com Files / Re: Some suggestions
« on: September 07, 2019, 04:32:01 pm »
We're in the spoiler territory

Whops :-X I'll write you in PM next time about it  ;)

Well, sure it's possible, if you play too well. :)

Hmpf... I don't know how to stop very large UFO in the early of 1999  :( Or I'm just a piece of noobster  ;D


And... Ok, I give up about Syndicate :) But still I like this faction - it is very conformable with "conspiracy issues".
In a far prospective it would be nice to see global arc which includes Syndicate, MAGMA and UAC (and BlackOps as a "younger brother"). Something about "corporative wars".

233
The X-Com Files / Re: Some suggestions
« on: September 06, 2019, 04:28:28 pm »
wasn't about current lore? Because to me it sounds like you're basing your suggestions around this. Again, I have been unable to substantiate any of this. I'm asking whether or not I've missed something while browsing the language file. Your suggestions only make sense if there's some established connection between the aliens and the syndicate, and as far as I can tell there isn't one. Their goal is connected to genetic modification and enhancement of of terrestial creatures. They are not in contact or subordinate to the aliens as far as I can tell.

Ok, I understood you, thanks. Let's wait for Sol's words.

234
The X-Com Files / Re: Some suggestions
« on: September 06, 2019, 02:03:52 pm »
I can't find any mention in the lore about the Syndicate cooperating or having any prior knowledge about the aliens, yet alone a possible connection to Mars/Cydonia. As far as I can tell they are exclusively interested in 'uplifting'(?) humanity, genetic experimentation and causing chaos using monsters to further their goals. Even the Syndicate CEO isn't extraterrestial in origin, or modified using alien technology - it's an 'enhanced' human, modified by exotic chemicals.

Is there any information I'm missing concerning the Syndicate having connections to the aliens?

I'm not arguing about CURRENT lore. Read my previous post here about modified Syndicate's lore. It was olny a suggestion to creator of the mod.

235
The X-Com Files / Re: Some suggestions
« on: September 06, 2019, 07:09:45 am »
I've modified the tree. Look at this http://prntscr.com/p2h5oa

The logical chain is:
Each faction contains a part of knowledge about aliens. Collecting these clues drives our scientists to overwhelming discovery (Martial Solution) – the main base of aliens is on Mars! But how to reach it? This question opens next chain of researching which leads us to possibility of capturing and interrogating alien commander (contains knowledge about coordinates of main base – the key to location of Cydonia) and studying alien brain (contains knowledge about structure of main base – the key to destruction of Cydonia). These final parts of the puzzle give us possibility to construct some kind of ‘fake key’ or ‘de-cryptor’, which could help us to fly unharmed through Cydonia’s defense complex (the mix of air, mental and gravity defenses). 

236
The X-Com Files / Re: Some suggestions
« on: September 05, 2019, 08:43:02 pm »
Well, this one doesn't make much sense, as Syndicate wouldn't know anything about this.

Why not? Syndicate is subordinating to aliens, isn't it? Why not to make some mighty alien which commands all this structure from behind? Or make some super-secret data which is crucial for Syndicate's top boss[es]? For example: once upon a time, in a middle of XX century) the founders of Syndicate have found an old UFO's wreckage and collect there some alien artifacts, corpses and data containers. They have studied all these things for years and finally decoded info from alien data containers which provided them info about alien techs and plans. And from this time Syndicate became a plot of evil". (I could write more detailed scenario, but my knowledges in English are not so good).

Basing on current mod's factions, the general chain of Cydonia's Puzzle, IMHO, should be look like this: http://prntscr.com/p2b365

If making smth like this, Alien Commanders should be removed from Floating Lab UFOs and from the attacking parties to our base. Assaulting ground alien base and capturing it's commander should be crucial. In current version we can just ignore all alien bases and fly away to Cydonia's fest :D

I thought the same, but what if there are no infiltrations?

Could it be really possible? I'm playing the 3rd campaign (0.9.9c, 0.9.9d and now 0.9.9e) in a row and every time the first infiltration was made at the end of January 1999. The second differs from February to April. If the chance of avoiding (aborting) infiltrations is currently exist now, so it should be decreased to zero due to necessity of researching of alien brain for Cydonia's quest ;)


237
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 05, 2019, 04:22:58 pm »
Oh, didn't know that. :O So i'm f*** when invasion starts :D. Definitely wont make it in my first run.
Y, i noticed that when you shoot enemy out of your sight, spotted by somebody else, accuracy is reduced to half... didn't think this was in vanilla, but could be wrong. I just hope it applies to enemy as well.

Yes, it applies to enemy too. You need a very high accuracy and sniper rifle to shoot successfully with provided squadsight to you.

238
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 05, 2019, 02:54:09 pm »
Ok, thanks :).

BTW any of you know some reliable stratagy for mission, when you are surrounded by 30+ enemies at landing? I know running is probably only possible strategy, just asking in case somebody thought of some superior tactic :).

Be wise to follow Gandalf's hint 'Run you, fools!'  :D This is like in Long War - you should decide what can you handle and what not.

Classic first turn, kill one enemy, blast smoke grenade.

Smokes are not so effective like in vanilla. They could be of some use only against humans, against aliens they are useless.
1) You should stay deeper in the smoke cloud to be cloaked (from 3 or more tiles from cloud's edge).
2) Remember, that many of enemy soldiers provide squadsight to their comrades so they can shoot you from the outside.

239
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 05, 2019, 01:54:41 pm »
But i can't find my drone there... what am i missing? I remember i used some kind of scouting drone at FMP, why do i have problem now rofl?

You should buy 'Basic AI Unit' first. When it will be delivered, equip it on your craft like a soldier and change its armour to medical drone.

And one side question, how am i doing?

Don't worry, play for your pleasure. I was quite in the same situation when I had my first walkthrough and I won (and feel myself very confident after victory with only 2 soldiers left on Cydonia's assault). I was on superhuman too (+ironman). I'll not spoil you all the upcoming fun, suprises and butthurt ;) but it is winnable, believe me. Just play 'safe game' and it will be all right.

240
The X-Com Files / Re: Some suggestions
« on: September 05, 2019, 01:29:23 pm »
I'm reading your posts, guys, and think what: if someone wants more hardcore, he could do his personal Hell by himself  ;)
Just invent and use your own game rules and play. IMHO, 90% of mod's current stuff works fine and no need to be transformed in some way. Game mechanics is rather flexible and adaptable to different players' styles and skills. 'Hardcore' shouldn't become the main idea of this brilliant mod. I agree that some weapons need to be balanced, but there are nothing critical, I think.

As for me, I'd like to see more types of scenarios, more missions for hunting down dossiers, more USEFUL artifacts and more complicated, interesting and logically righteous way for gathering coordinates of Cydonia:
1) Defeating Syndicate should give us clue how to find Cydonia.
2) Defeating Advent's Government (and researching at least one alien brain) should be necessary too.
3) MIB arc. Oh... There is endless way to use it's potential, which is useless now. Covert operations, outposts, labs, bases, unique techs, persons and artifacts... And the main base, of course, which should be captured for gathering another part of Cydonias's puzzle.  ;)

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