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Messages - Mathel

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1
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 06, 2024, 07:37:33 pm »
Form the day one? This can happen only after "Shielded Lab" and not necessary you can afford all of them after that.
Of course not. That is merely a simplification. Realisticaly, you would buy to 20 within the first month and 10 more while building the Shielded Lab.

I also didn't account for the time to build buildings, items and people to arrive, looting to happen, missions to spawn, and possibly more logistical delays I might have forgotten about.
And looting is another roulette, because you need to kill and loot Invader Leaders and Magi for Weak Artifact and just Invader Magi for Mana Crystal

2
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 06, 2024, 04:59:31 pm »
Man, do you even play your own game??? How am I suppose to be faster with such founding:
(Founding)
"Flight glyph"s were around 75% of my income! I am already playing as good as it is possible, because I know the research tree, I know priorities. I won almost every battle or fled (because I already know all enemies (except those pesky elves (RIP no reloading in champagne))), I shoot down almost every craft (that is why I was able to stay above 0 while sky was filled with red crosses). There just no room for mistakes! Right now I have 60 scientists, maybe I can afford additional 20.
I think we are his balance testers.
Too slow for 2023. Maybe i should reconsider geoscape difficulty...
But seriously, scientists are too expensive and research takes too long to be any faster. Especially for someone who doesn't know the tech tree.
My calculations for time expected required to get Atmospheric Sattelite, which is probably that baloon that Vakrug mentioned. Until you get that, you can't defeat more than 1 base per 5 months on average, since you can't find them any faster. And since you won't be able to defeat any adult or old nests, you really won't be doing even that.
Counting with 30 scientists, since that is how many I can barely afford.
Code: [Select]
USA police contract: 5/30=1 day
The police contract is signed: 0
first autopsy (Slug Corpse) 100/30=4 days
Shielded Prison 200/30=7 days
Basics of the invader spoken language (from Goblin Fighter): 100/30=4 days
Contact: Savages: 80/30=3 days
Invaders' spoken language: 210/30=7 days
Weak Artifact: 500/30=17 days
Magic Items (from Marauder boss) 3*130/30=13 days
Arriving spots of the Invaders (from marauder Boss, having Magic Items): 2*130/30=9 days
Shielded Lab: 500/30=17 days
Invader paths (from Outcast Mage, having Invader Transport, AsotI, and Magic Items) 5*150/30=25 days
!Sky under control!: 300/30=10 days
Advanced Radars: 400/30=14 days
Rifts: 250/30=9 days
Rift Stabilization: 450/30=15 days
Contract with the US army: 120/30=4 days
Contract with the army is signed: 0/30=0 days
Contact: Invaders: 100/30=4 days
USA special forces equipment: 100/30=4 days
The special forces equipment contract is signed: 0/30=0 days
Large-caliber weapon: 120/30=4 days
The unusual equipment is needed: 0/30=0 days
Internationalization: 350/30=12 days
!X-contract!: 200/30=7 days
Strong Artifact: 600/30=20 days
Psionic: 500/30=17 days
Mana Crystal: 800/30=27 days
Mana Capacitor: 450/30=15
Detection of Mana Sources: 300/30=10 days
The sum is 279 days. Assuming average research rate, perfect missions, and always having what you need to research already in your stores, you can expect the player to have the Atmospheric satellite no sooner than 279days into the game, which is 6th of October 2020. If they beeline for it.

If, however, the player gets unlucky on interrogation roulette, they don't manage to catch enough Outcast Magi or Marauder Bosses, or even their stabilized rifts all either lead to hostile environment or don't contain a Strong Artifact, it can take a lot longer.

And since beelining for the Atmospheric Satellite means skipping defensive techs (Chitin&Runewood armors) and useful weapons (Bows and Wands), you can't expect players to beeline for it anyway.

3
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: April 29, 2024, 08:05:42 pm »

4
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 22, 2024, 04:28:51 pm »
Well, here is your save file.
I must say, though, that this save had no bugs. You just, well.. developing too slow. :)
I am sort of trying to get enough income before I get Internationalization that I don't lose from debt quickly afterward. Better weapons will be nice, but as far as I understood the UFOpaedia, getting Internationalization is when I am expected to protect the whole planet, which means getting another base, which means basically doubling my spending. And I already have to resort to selling Flight Glyphs.

I guess I could cash in those two Strange Devices that don't seem to fill any purpose, but I was betting on them doing something in a later version.


Edit: Not sure if it is something you can control, but I feel like when you wipe out all creatures on Earth side of a Rift then abort after crossing through it, the civilians that survived the fight on the Earth side should be considered saved, not "killed by others". You should be able to just close it, same as if did not have Rift Stabilization.

5
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 10:30:07 pm »
Must become less frustrating with last bugfixes, though more for a new game. (If you have bug-spawned enemy bases - nothing will change) But i can fix your savegame, if you provide it.
Here it is. At the end of the month I would lose from negative points, even if I won every mission and shot down every airship I could catch up to.

6
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 09:14:42 pm »
My experiences are that areas where I am active raise their support, areas where I am not sometimes raise, sometimes lower.

I more have issues with extremely high alien activity in areas I can't possibly reach.

7
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 12:10:31 pm »
Version 1.1 is up.

Thanks.

It works. Though I do wonder who built those buildings in the Acid Slug world.
Also, Ouch. The poisonous air in that world hurts even through gas masks.

Without researching Internationalization, something in south Africa and South America is eating vast amounts of points. My only base is in east Europe. Looking into the savefile, I think it's Marauders raiding places with flying boats from their camps.

8
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 16, 2024, 04:40:18 pm »
   - manufactured in workshop for small fee ( 500$ - 1000$ ) and mediocre time (time: 200 - 400)
   - sold for 30 000 - 50 000$

I don't see a reason for having a monetary production cost on something that can only be sold. The only thing the fee does is prevent you from making the stuff if you are already in debt and need money badly.
Otherwise, the effect would be same as if you subtracted the cost from the value.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2024, 08:59:14 pm »
Simply create the "user" folder within your installation to make OXCE use that one. Be careful about capitalization. Some programs are sensitive to it. Not sure about OXCE.
If you do not, the equivalent (on a windows machine) is "C:\Users\{username}\Documents\OpenXcom". Replace "Users" with "Documents and Settings" and "Documents" with "My Documents" for older windows.

10
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 10, 2024, 06:39:17 pm »
1. With Rift Stabilization, rift missions tell me to enter the illuminated exit. However, there is no exit zone. The "Run Away" window doesn't even have it listed.
2. I got the same error as EleriumWind (Crash to Desktop due to not being able to place any X-Com units) when killing all Acid Slugs on my side of the Rift.

Also, I think your internet failed you when trying to upload the quickfix, whatever it was supposed to be. The version on mod.io is exactly the same as the one from 4.4.2024, including the elves being allowed to attack before you visit them. The last edited file within Ruleset is units.rul, edited on 23:18 3.4.2024. Edit: Sorry, didn't notice there was a single file missionscripts.zip.

11
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 09, 2024, 07:13:24 pm »
The funding thing is probably from original X-Com.

Every country decides separately if it will increase your funding based on how pleased that particular country is.
I sadly do not know the minimum points to increase and the maximum to decrease funding. In either case, it happens by 1/20 to 1/5 of the country's current funding, rounded to 1 000$.

Additionally, every country has a funding roof above which they will not go. (I noticed this playing XPiratez).

12
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 08, 2024, 07:38:19 pm »
It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.
Such bonus could be added to either hangar, or to base as a whole.
The hangar bonus would cause the craft stored within it to heal X additional HP every hour.
The base-wide bonus would cause all crafts to repair Y times faster.

The bonuses would be applied in that order.
There should be also an option to manually reassign hangars, and a toggle option that would make sure that damaged crafts get reassigned to a hangar that speeds up repairs, provided it isn't already repairing another craft.

I am not really worried about instant repairs. The advanced hangars would be pretty high on the research tree, and by then most craft have plenty of health.

13
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 08, 2024, 05:42:20 pm »
Current playthrough progress:

I discovered the Rifts, but did not yet research them properly. Live captures and armor have priority.

It turns out that the grenade launcher is great against blue shields. Sometimes I drop an outcast mage in just one hit.
A rift did open once out of my reach, but since the despawn penalty is just 10 points (as opposed to the 50 points from dead civvies if you look and run), it was not so bad.

The interrogation roulette is quite annoying. It was the second-to-last Marauder Boss that gave me the Magic Items research, finally allowing me to research Shielded Lab. I had similar issues with Savage Magic, but runed weapons are not quite as necessary as proper research.

Edit: I am currently chasing something that, at least in the interception window, looks like a medium scout. I suspect bugginess.
Edit2: It landed and is actually a medium scout with sectoids. But since their plasma weapons have different sprites, they might be intended foes?

14
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 06, 2024, 08:40:48 am »
Elves are not limited to the area I patrol.
Also, I am being blamed for whatever the invaders are doing in both the Americas and South Africa. I've done every mission I possibly could have, yet still it seems I will lose at the end of the month from negative points.

Edit: I was wrong. It seems I ran from 2 missions at some point. Not in the last few months though, I think.

15
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: April 04, 2024, 06:47:52 pm »
Valuable source of artifacts in early game is Rifts. They are relative easy and spawn regularly.

Hmm, I never found any artifacts near rifts. I am not sure if I did any after I researched Rift Stabilization though.

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