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Messages - Akamashi

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1
Brutal AI / Re: Brutal-OXCE 8.5.1
« on: May 14, 2024, 08:03:30 am »
I play xcomfiles on the brutal. I am disappointed that zombies and other animals, which usually behave ultra aggressively, run away and hide like girls behind a corner. I drove four zombies with 4 agents in 40 turns. Is this normal, or should I change something in the settings?

2
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: May 11, 2024, 06:09:57 am »
I'm compiling on Win 11. I have no idea if it's supposed to be compatible with Win 7.

When I search the issue I get the recommendation to download this:

https://www.microsoft.com/en-us/download/details.aspx?id=53840

in order to fix it.

But I have no idea if it will work.
Thanks, I've already done it myself. But it is strange that the updater showed the latest version of the libraries, but manually reinstalling them solved this problem anyway.

3
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: May 10, 2024, 06:07:23 am »
I'm doing a video guide installation. I'm getting to the first launch. Swears at the absence msvcp140.dll . When I add it to the folder with the game, the error 0xc000007b starts swearing. Where did I make a mistake? The latest version of brutal. Win7 64.

4
The X-Com Files / Enforcer's usefulness
« on: April 24, 2024, 09:34:55 pm »
Is the enforcer's immunity to psi effects an advantage? Even without immunity, all agents were immune to psi simply because I immediately fired agents with psi strength below 90 when hiring. The enforcer could be a worthwhile unit, but it only goes the first 4 turns of the mission. then he just stands in one place.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 05:19:36 am »

Yes, it's intended, as the Enforcer is so good. Without the shard, you'd probably want to replace your entire crew with crystal entities.
But this is not the case. In all respects, an enforcer is much worse than a Spartan trainee. But apart from the parameters, the enforcer does not know how to throw, does not know how to melee, and worst of all, does not know how to restore energy.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2024, 05:57:02 pm »
This time I got Gertrude Ellison mission early (March 1998) so even my best agents had melee accuracy of 65-70 (no ninja training yet).

Gertrude Ellison has 1.2*Reactions (i.e. 65) melee dodge with zero penalties from the back and sides. This means that it is essentially impossible to succeed in melee stunning her at least with this kind of melee accuracy. I spent a couple of turns with 5+ agents prodding her.

Then I got fed up, and used Milkors with Stun clips. That killed her (as I feared it could). No matter, she wouldn't reveal anything all that important anyway.

But this made me really wonder, is it really intentional to make her reliable capture so difficult? She has better melee dodge than even the BL assassins (1.0*RE) and Master Lo Wo (1.0*RE). I don't understand this if this is really intentionally balanced this way.
A shotgun with rubber bullets can be obtained right at the start of the game.

7
The X-Com Files / Re: EMP equipment and its damage
« on: February 29, 2024, 07:22:36 pm »
I just tried a quick battle, and this is the result. The MiB robot stepped on three mines and then went to sleep. So either EMP was less potent when you tried (don't know if it ever was?), or you got unlucky.

I don't know how Stone Lake managed to one-hit both his targets, though.

Edit: OK, he seems to have been quite lucky. (100 power * 50-150% damage roll * 35% damage resistance - 90 under armour * 25% armour efficiency) * (100% HP and 400% stun) = (35 average - 22.5) * 5 =  77.5 (range of 0-150) vs 96 health, it's something like 20% chance to happen twice in a row.
Its looking smart.

8
The X-Com Files / Re: EMP equipment and its damage
« on: February 29, 2024, 04:23:39 pm »
At least some have made it work in reality, see for example the tactics against MIB strike ship here: https://youtu.be/f3oDM_t8gV8?si=vxWs_IkfHgTt8BoA&t=1352

The problem seems to be more that you may need to avoid over-EMPing them so that they get stunned, not die off.
When I did this against the Ethereal sectopod, 5 mines did not cause any damage to the sectopod.

9
The X-Com Files / Re: EMP equipment and its damage
« on: February 29, 2024, 03:12:47 pm »
On another note, the dependencies for EMP weapons are somewhat strange.

In real life, the existence of EMP has been well-documented for a long time, although I admit I do not know how and if it has been miniaturized for use of EMP grenades, for example. But I suppose being able to obtain or manufacture EMP weapons after Promo III in 1998-1999 timeframe should not really be a major issue.

In XCF getting EMP is gated through Jarhead investigation, which is dependent on Jarhead autopsy.The only two ways for you to initially get Jarheads is either through Jarhead terror mission (7 % chance starting month 20) or by raiding at least level 2 Dagon manor (the best chance, if you let one grow, but upgrades are also RNG-dependent). So all in all, without good RNG, you might be stuck for a long time without access to EMP. Which would make many things a lot more straightforward and also eventually enables capturing and repurposing sectopods, for example.

How to fix this? If the dependencies are not completely restructured, my other suggestion would be to create two mission scripts: jarheadTerrorEarly and jarheadTerrorLate, like with many other similar instances. The first would have a higher trigger rate, like 20 or 25 % with STR_JARHEAD_INVESTIGATION: false. The latter would have lower percentage, such as 5 % or less, with STR_JARHEAD_INVESTIGATION: true. That way, like in numerous other instances, the probability of initial jarhead encounters would be increased until you have gone forward with the jarhead research.

I was also naive and thought to take the sectopod with emp devices. It's a pity that it won't work in reality.

10
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 27, 2024, 09:11:03 pm »
If my memory serves me correctly, besides blaster missiles, heavy plasma also occasionally may destroy the ground. And in general, in vanilla, the strongest block was the ufo wall. But I may be wrong.

11
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 26, 2024, 11:23:33 pm »
Not quite indestructible. Blaster Launcher would destroy a single tile of Dirt Wall to each side.
A wall of earth can be destroyed by a lot of things, even by hitting the fist of a power suit. But there are really indestructible (?) blocks in the game. For example, the steel walls of the syndicate headquarters, or similar walls around the brain room of the orbital station.

12
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 26, 2024, 06:56:52 pm »
An interesting tactic - I hadn't considered digging through the walls to get easier access to the brain. As I recall in OG the walls were indestructible.
In fact, I expected the wall to be indestructible. If I remember correctly, there were indestructible blocks on the orbital station in my previous playthrough.

13
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 26, 2024, 10:42:05 am »


                     Superhuman ironman done.

14
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 24, 2024, 05:46:35 pm »
Um dont`t you see the hipocrisy in your post? You are telling Juku to not impose his way of playing but you are imposing your on everyone "cause I am playing this way"?
If you do not want to use Hangar mod then do not. Others who have different way of playing th game might want to use it. It was created for a reason after all and first Hangar mod was years ago.

I've been reading this topic for a while, and the paradox here is that many insist on introducing a variety of hangars into the game. They put pressure on Scorch stating that it is absolutely necessary. Scorch cannot implement this on the oxce engine, since hangars of different types are currently possible only on the brutal engine. I'm trying to defend the point of view that expanded hangars are not needed by the original XCF mod. This will throw an interesting piece of management in the trash. If someone needs it, they can install a submod. It doesn't bother me at all.

15
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 22, 2024, 09:12:03 pm »
I just tried, four Thunderstorms with Heavy Pikes did it without losses and could coordinate more or less globally. So not true.

Stormlances most likely work as well, and even Heavy Stingrays might do something depending on luck (and with heavy casualties).
Not if the Battleships fly around and intercept your planes, especially the transports that are on a timer before the UFOs take off again. And Thunderstorms are better than Ravens, IMO.
That was my point, you need either several strike bases or sufficient hangars to base-hop. The hangar requirements are the same or even worse in the latter case.
Which is a problem with the mod as a strategy game. You should be taking enough losses on the ground and be presented with enough at least moderately useful missions that this kind of 'doomstacking' is impossible to do, or leads to serious penalties.
But I want to accumulate crap, like a proper loot goblin secret paramilitary! What kind of secret anti-alien task force does not have rows and rows of containment tanks filled with captured aliens, and stores bursting with super-secret alien tech? Are you trying to run some sort of cheap knockoff?! :P




Edit: I think the one thing that looks increasingly appealing to me is to make the opposition actually coordinate their missions so just hopping from one to the other with the Kitsune and occasionally swatting a UFO won't work. Something like the UFO swarms/waves adopted by several (most?) more modern X-Com-likes.

I don't have any problems with my playing style at all. In the future, after a couple of patches, I will try to play 3 bases. And I will also do defensive construction. This requires compromise solutions and frees the game from unnecessary garbage management. I don't understand why you impose your style of play.

But the main thing I'm trying to explain is that the expansion of hangars is not necessary. This is a strong simplification.

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