OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: aaronrolls on April 14, 2022, 12:53:59 pm

Title: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 14, 2022, 12:53:59 pm
So I I'm playing Xcom Files on beginner difficulty, Ironman.

The year is 1998, one year before the normal game would start.

The map is covered in UFO bases, at least 5 plus. I haven't discovered any but I can tell where all the UFOs land.

I can't complete any missions because almost everywhere UFOs spawn and take down my craft.

I'm now broke because I need to keep buying more craft. I can't outrun or avoid UFOs. It is normal for three UFOs to chase one of my craft.

What is going on? It's so early and on beginner difficulty. The run is lost, but how can I avoid this in the future?
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 14, 2022, 08:47:47 pm
Frankly it sounds very weird.
Do they come in waves, and then disappear?
Were you shooting down alien craft en masse?
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 14, 2022, 09:28:48 pm
This sounds like there's something wrong with your mod installation. UFOs shouldn't even spawn (outside of some early flyby or reasearch missions) during the first two years unless you somehow manage to shoot them down en masse liek Solarius mentioned.

Uploading a save file might help. How did you install the mod and from where did you download it? Same goes for OXCE.

Title: Re: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 15, 2022, 12:13:24 am
Sometimes there would be waves and they would disappear. But most of the time they spawned from set points on the map when my craft flew past them. I assumed they were bases as the UFO's would fly back to where they spawned and disappear.

I never took down any UFO's. The only UFO that ever got downed was one shot down by Earths Military. I won that battle so I did get some UFO parts.

Unfortunately I don't remember where I got the Xcom Files installation from but I'll replace it with a new one. As for my save file, I did play it until I lost the game, is it still useful to post?
Title: Re: Xcom Files: Why so many UFOs?
Post by: Bonakva on April 15, 2022, 08:17:06 am
As of recent versions, the cult bases have their own air vehicles. They are very easy to shoot down the initial ships (helicopter, dragonfly, osprey, etc.). Basically anything below 1000 speed is at risk. Spoiler, above 1000 is also not a panacea, over time the cults appear new ships that have speed above 1000. The most dangerous according to the documents Mig29 (1300), F4 Phantom (1200), Mirage (1150) and the "angel fighter" (2350!!!). The latter humiliated me more than once even as my planes appeared...
If the cult bases are not cleaned up in time, they can greatly affect the landing. Have to trick and send landing ships in manual mode that they were not intercepted. Kitsune is very helpful on the main base. Almost always gets to the point without interception, if it has time to gain speed...

Before enemy planes appear, enemy ships can be fought with the AH-6. But at some point only kitsune can fight. In my game for a very long time only kitsune could oppose enemy ships because I couldn't get into mig31 for a long time.
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 15, 2022, 10:01:08 am
As for my save file, I did play it until I lost the game, is it still useful to post?

Yes. If it turns out it's actually cults and not aliens then Solarius might want to have a look at this, because I don't think this is working as intended. Cults should not be able to break progression like that, especially not on lower difficulties.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Praevasc on April 15, 2022, 12:34:05 pm
Are you sure they are real alien UFOs and not just some cultist vehicles? Research the Little Bird (one of the first craft you can equip with weapons) and engage them. You'll see they are mostly pickup trucks with machineguns, easily defeated by your own machinegun-equipped helicopters. Later they spawn their own helicopters which are a bit tougher, but you can still defeat them with a Little Bird equipped with four miniguns.
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 15, 2022, 01:16:53 pm
But at some point only kitsune can fight. In my game for a very long time only kitsune could oppose enemy ships because I couldn't get into mig31 for a long time.

@Solarius
Is this intended? The whole concept sounds kind of unbalanced tbh. How and why do cults even have access to fighter jets and airbases without the council/UN/whatever carpet bombing the crap out of them? The whole point of the early cults is to avoid too much scrutiny and stay undetected, isn't it? Why does X-Com even need to investigate them if their is straightup evidence that they are essentially engaging in unsanctioned military action on a sovereign nations territory?

Governments largely ignoring/being oblivious to the Russian Mafia or supernatural Yakuza as long as they stay mostly low key I can buy. Governments ignoring the Russian Mafia or supernatural Yakuza when they get their hands on fighter jets, establishing air bases and actually using said hardware to shoot down aircraft is another matter entirely. At that point they are directly challenging a nations sovereignity and air dominance on their own territory. They pose a clear and evident danger that X-Com doesn't need to "investigate" any further to warrant full military action by the host nation. And I don't think I need to point out how poor a single MIG or helicopter of any kind would fare against an actual nations military given what's currently happening in eastern Europe.

I can buy this with the MIB and other late-game organisations who have access to more outlandish technology and powerful sponsors. But the cults are (literally) goons. They have outposts that can be basically wiped out with a single shot because they store high-explosive munitions next to a window. They are not supposed to have the same privileges as late game enemies/organizations.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Robotjukebox on April 15, 2022, 04:05:10 pm
Kinda having this issue right now in a playthough (Vet). early game cult helicopters would spawn in around bases but noting you could not avoid or deal with. But the cult interceptors are spawning ( Some from bases that i haven't delt with or a HQ Mission). the issue is i have no meaningful way of dealing with them or escorting them as i don't have the Kitsune or promotion III to get interceptors. so anytime i send out a ship i just have to hope i don't get caught as both the heli and dragon can't outrun them.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 15, 2022, 04:22:39 pm
@Solarius
Is this intended? The whole concept sounds kind of unbalanced tbh. How and why do cults even have access to fighter jets and airbases without the council/UN/whatever carpet bombing the crap out of them? The whole point of the early cults is to avoid too much scrutiny and stay undetected, isn't it? Why does X-Com even need to investigate them if their is straightup evidence that they are essentially engaging in unsanctioned military action on a sovereign nations territory?

(...)

I totally get your point, and I'd probably put a similar argument as a player. But I have eventually reached a conclusion that this is acceptable, or in fact kinda necessary, to represent the globe slowly falling into cultists' grasp piece by piece if you are too idle. Yes, we have the "left the pact" feature, but it's binary, irreversible and large-scale. Cult manors and associated activity represent a smaller, local scale, a network of intrigue involving political and military structures being infiltrated by evil organisations and something to fight over. What they're doing is generally not approved by the government, but they have enough influence to get away with such actions under the cover of military exercises or such. It's not like X-Com can go complain to the police, and if they go to the Council, the Council will point out that this is exactly why they pay you.
If the game had an engine more fit for complicated political simulations, I'd use it; but with what we have, I think this model is good enough.
Also, this is part of the process to diminish the game's emphasis on the aliens and put more on human organisations. MiBs being the most important, but there needs to be something intermediary between them and gopniks with handguns.

I appreciate that these patrols are problematic; they are meant to be. I think they're still rather benign compared to ninja bases in Piratez. Still, this is a fairly new feature, so I am open to tweaks.
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 15, 2022, 05:06:56 pm
What they're doing is generally not approved by the government, but they have enough influence to get away with such actions under the cover of military exercises or such. It's not like X-Com can go complain to the police, and if they go to the Council, the Council will point out that this is exactly why they pay you.
Sorry, but that doesn't really make much sense unless the military of every country the cultists are active in is also infiltrated at the highest level, not even considering what the general public would think about "military excercises" (utilizing foreign aircraft no less) regularely shooting down other (civilian? How are X-Coms craft identified to the public?) aircraft in their own country. MIB at least have some outlandish designs that can be "explained away" as UFOs. Do you know how much of a fuss a MIG-31 shooting down a helicopter near a major US (or European) population center would cause? This is something you'd expect to see during an actual (civil) war.

To begin with, this would pretty much preclude any civilian air traffic. I'm not sure you actually realize how much of an issue this would be. A countries military straight up would not stand for this, nor would any civilian security forces and the administration, as it would outright invalidate any authority the government has. A government openly yielding sovereignity over their airspace to a foreign power (which cults are at that point) is not something that would feasibly happen, given that even your bizarro world still has sovereign states and national power structures which are represented in the council.

From a storytelling and narrative perspective starting players out with this dimishes the impact later discoveries about other organizations have. How are the MiB really that much of a threat, given that cults can accomplish pretty much the same thing? Turns out being a gopnik with a handgun is enough to bend entire countries (including their military and security aperatus) to your will. If they can do that, why don't they simply shut down X-COM? How did X-COM even get involved into any of this in the first place, given that even the lowly cults you fight in the beginning are that powerful and can get the government to explain away something that would essentially lead to civil war?

Correct me if I'm wrong, but the whole appeal behind X-COM, X-Files and the other mythology you've chosen to borrow from for the mod ist that they have some kind of connection to the real world. They are, on some level, believable or feasible. Something like this breaks suspension of disbelief on a very basic level (at least for me) because of the implications it has in-universe. Yes, there are other things that do that to some extent as well, but they are not "MIG-31 shooting down my craft over the US" kind of obvious. If the entire civilian and military leadership of a country is on-board with that, and said military and government are also somehow part of the council, how does any of this make sense? How does the public accept this? How does the FAA/EASA/whatever equivalent accept this? Do they even exist? Is the entire world population outside of cults and shadowy organizations brainwashed to accept everything? Does X-COM "unbrainwash" their engineers/scientists/soldiers prior to hiring?

It's just that this is a bit hard to make sense of, even given the other outlandish things encountered in tha game? Interdimensional battleships, evil aliens in flying saucers and stargates? Sure, we don't acutally have those. They can have any rules they want. Cults using cold-war era airplanes operating openly from their own airbases to shoot down other aircarft near major population centers and nobody bets an eye? Bit of a hard sell for me, given that this still takes place on earth, humanity is involved and involves real life countries.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Fomka on April 15, 2022, 05:38:47 pm
Machinegun fire from helicopters at civilian-looking vehicles doesn't suit the implied secrecy of the cults. It can't be explained as military training.

However, another tweak may be suitable. Limit the area of that weirdness to Africa and say that cults are pretending to be Private Military Companies.

I'm happy I've upgraded to 2.3 AFTER I destroyed all the cults :-)
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 15, 2022, 06:28:41 pm
The whole concept simply doesn't fit secret occult societies. Who's even flying those planes? I'm just picturing one of those church of dagon guys sitting in a MIG cockpit wearing his silly hood. Can the higher ranks even fit inside a fighter jet cockpit or work the controls with their webbed fingers and other bodily abnormalities?

The concept itself might work for some of the cults, but it's just - we have these secret socities that have contact with actual otherworldy ancient entities (Back Lotus, Church of Dagon) which could easily end mankind all on their own, and they have PSI-powers and other artifacts in their posession that can't be explained by "regular" science. And now they need to have jet fighters to shoot down X-COM's crafts. It's just comical, and not in a good way.

How powerful can your alien entity really be when it's solution to "X-COM is destroying our base of operations" is "get some cold war era planes and shoot them down"?

What does God need with a star ship? (https://youtu.be/QkT1-N0VqUc)
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 15, 2022, 07:55:41 pm
I have already addressed the issue in my previous post. I have the impression that it was not taken into consideration at all, instead I got patronised. I assure that I am 42 years old, with a Master degree in sociology and quite a bit of professional experience with modern history. I am not mentioning this as a substitute for arguments, I am simply under impression that I am not being taken seriously. Please do not take it as a sign of disrespect, this definitely isn't my intention, but please respect my mental capacity a well.

Now, let me rephrase and expand:
1) This is a mod. I am working with a given mechanics, with little power over the engine. Yet I must meet certain creative goals. This feature does this as well as we could manage (I'm saying "we", because this particular feature was heavily influenced by Dioxine, but the responsibility is fully mine). From the gameplay point of view, it works as intended, at least as far as I can say at this point.
2) As I mentioned before, this is a certain (gamey) simplification of very complex political/intelligence processes happening in the background. Due to the nature of Open X-Com, this cannot be simulated in more depth, and even if it was possible, I probably wouldn't want to delve too deep into this - it is a tactical pew pew game, not Phantom Doctrine (which is also better on paper than when actual played, at least to me). Whether this simplification is appropriate is a matter personal opinion; I feel satisfied with it.
3) You have a very firm opinion about how these things work in real life. I am not saying that you're wrong, but I do not share this certainty; even without delving into conspiracy theories (which this mod is all about), things like this can and do happen. Yes, it requires some involvement of high echelons in government and military circles, which is kind of the point. And it is definitely within the logic of this genre.
4) Finally, let's not blow this feature out of proportions. The enemy doesn't drown you in hundreds of fighters; most of the time it's cars and helis. Serious military equipment only appears if you really screw up in this area, and well... there must be a punishment for screwing up badly. This is a game after all.
Title: Re: Xcom Files: Why so many UFOs?
Post by: alexander steel wolf on April 15, 2022, 10:54:22 pm
I finished x com files with version 2.2, so I can't comment on the current approach to the cult warfare in terms of gameplay, but I do think a bit more variety was needed in the early game.

That said, sometimes we forget that cinema/literature and video games are not the same thing. If a game doesn't entertain, it doesn't serve its purpose; On the other hand, a game can be very good even if it lacks a story. What's more: we tend to be more picky about everything, and we forget that those movies that we liked so much in the 80s (to cite an example) were enjoyed because we let ourselves go more (apart from being children, of course). What would become of a cult saga, like the toxic avenger, if we saw everything in this way?

Of course it's fine to be critical, but the mod is also not finished, and its final story is not yet known, so you also have to keep in mind that we are currently testing a "beta" (and I hope that there are many versions ahead).

Without giving it much thought, and being aware of the potential that this mod has, all this could be solved in two ways:

There is a struggle of deities (not gods), who are weakened and need human armies, or other races, to carry out their secret war. The population may be deceived by being poisoned with chemtrails (and that would justify why the cults do not intercept air flights) and there is also a zombie plague ravaging the planet (among other things) that has the army busy. Of course, it would be great if there were collaboration missions with the army fighting against the cults (as in the missions of UFOs shot down by the army).

And the other option could be that these deities have made a kind of "wager" to see which army wins its own war. Something like combat boredom (the Shinigami of Death note). That would explain why they allow x com to exist, despite everything being so controlled by them.

In any case, sometimes it is better to just enjoy yourself and not ask yourself so many questions, especially with the "miracle" that the existence of open x com has been.
Title: Re: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 15, 2022, 11:25:55 pm
I don't have a problem with these features Solarius. They sound fun how you describe them.

In my game, and it was my first time playing Xcom Files, I could have easily destroyed these cult bases if I could have found them. Maybe I didn't have the required research, I don't know.

I had gotten to a decent level of research in my opinion, maybe not for the time I was at, but I was playing at beginner level. I was taken out by something I could not fight against. I had no way of finding these bases and no way of completing any more missions. Now I have to start again. It does feel a little disheartening. If I knew where the bases were but didn't have the skill or men to beat them at least it would have felt like I deserved to lose.

How do I prevent this in the future? Up until this point I had successfully completed most missions that had shown up. I had tried to take leaders alive and research them, but maybe I could have done a better job with this.

At what point do I need to be at to stop this from happening in the future?

Perhaps I did not have the right language set, but these craft only looked like UFO's to me. If they are only cars and helicopters could they move slower and be weaker on beginner difficulty? I had humvees with cannons on them and I could not take down a single craft. One time they ran away but the other two craft that were chasing me destroyed my humvee. My dragonflies could not even outrun them. I would assume a plane is faster than a helicopter or car. 

I had an enemy base right next to mine,  I know this because whenever a craft would launch it would get chased straight away. It is kind of funny to think about. I must have been doing terribly in the game.

But I do really appreciate your work Solarius, great mod and great work. My inability to beat it should not take away from that.

Anyway, I have attached my save file.

Edit: Keep in mind that I could not do any missions for the last two months of the game. So that may be the reason for any low ratings with countries.
Edit 2: Just found out by looking at my own save file that I had 14 cult manors on my map.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Bonakva on April 16, 2022, 01:40:58 am
Do you have an end save before you lose?

I want to look at the number of bases, location, research, maybe advise something

If the enemy base is near yours, I can advise you to provoke the enemy ships and return to your base immediately. They return to the base and do not fly out for a while

From personal experience. At the beginning of the game I use glocks, going out in shotguns. Then in mp5 and hunting rifles. Later in smg and assault rifles. Then galil and asuka, which tear up a lot, even the initial aliens.
The main thing is to get out in armord west which greatly reduce casualties during serious battles against the cult. Next tactical heavy suits that allow for almost no losses to close out the cult missions. Although I somehow manage to open up heavy trit suits at once.
What would attack the bases of the red dawn needed sniper rifles (barrett m82 or automatic sniper rifle blackops, in extreme cases rpg) against tanks. At least trophy.
To successfully fight against black lotus you need dogs or markers that reveal ninjas. Against the cult of Dagon need to fight only in the daytime because they have good night vision. Against the early enemy ships help AH8 with machine guns. Next comes the kitsune, which for a long time (in my game acts as the main force against enemy ships).

Many studies can be skipped, because they are opened immediately after the study of certain technologies, if you play for the first time it is not immediately clear. Many are simply useless because they do not make a meaningful contribution. If you have money do not be afraid to build new bases in different parts of the planet, for additional coverage of territories and construction of simple laboratories, such as bio-laboratories. They allow you to research not strong important technologies. But it should be understood that you need soldiers to repel the attacks of the cults. In my game exalt was very fond of attacking the base in north america.
Title: Re: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 16, 2022, 02:39:26 am
Thanks for the tips. I was playing on Ironman so I don't have any other saves.

I had three bases and only one of the bases had a cult manor next to it, although I could not see it. My main issue was the 13 other cult manors on the map preventing me from getting to missions. Once one of my vehicles had been spotted, it was done for. No way to run away, and a single cannon on a humvee could not take them down.

I was also broke. I must have spent 2 mill to replace destroyed vehicles, but the main monetary issue was that I made the mistake of hiring 45 scientists after I had built two labs. This brought my maintenance to about 1 mill above my funding of 2.8 mil. But I could have survived that if not for the cult manors shooting down my craft.

I'll give your tips a go in my next play through.
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 16, 2022, 12:48:20 pm
Thanks for the tips. I was playing on Ironman so I don't have any other saves.

I had three bases and only one of the bases had a cult manor next to it, although I could not see it. My main issue was the 13 other cult manors on the map preventing me from getting to missions. Once one of my vehicles had been spotted, it was done for. No way to run away, and a single cannon on a humvee could not take them down.

I was also broke. I must have spent 2 mill to replace destroyed vehicles, but the main monetary issue was that I made the mistake of hiring 45 scientists after I had built two labs. This brought my maintenance to about 1 mill above my funding of 2.8 mil. But I could have survived that if not for the cult manors shooting down my craft.

@Solarius
This needs to be adressed. You have direct evidence that the mechanic as is is badly designed and implemented. No matter how badly a players messes up, your mechanic should not prevent players from going to missions. I haven't even had this happen with regular alien bases.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 16, 2022, 01:28:31 pm
@Solarius
This needs to be adressed. You have direct evidence that the mechanic as is is badly designed and implemented. No matter how badly a players messes up, your mechanic should not prevent players from going to missions. I haven't even had this happen with alien bases.

No, I must say that this is exactly as designed. The player had too much leeway on Geoscape and all difficulty was concentrated in tactical battles, which was a weakness.

The problem described by Aaronrolls is actually pretty trivial (if I understood correctly, it's about having a base within a manor's circle of influence) and rather easily dealt with. I'm not giving direct spoilers here, but it's a routinely encountered in Piratez and therefore well tested. This is a different mod of course, but the problem and the potential solutions are the same.
Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 16, 2022, 02:05:16 pm
Given that this happened on beginner difficulty and to a first time player you might at least consider giving those people a bit of a heads up. If you don't know what's happening and you have to go to the forums to ask for advice concerning something that might be mistaken for a soft-lock implementing it this way probably isn't the smartest idea.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Robotjukebox on April 16, 2022, 04:14:37 pm
Don't think i mind the add difficulty on the geo level as it can get pretty dull after awhile and it gives the player something to work on a deal with in the early to mid game.  but i noticted that even with my main base with small radar the only way to see the jets is to encounter them (or spawn in when around a base i think also?) . maybe a eligent way is to make radar more important so you can plot ways to avoid and get a idea on where the jets bases are so you can assault it. this would also make the player focus on other bases to get a better radar coverage around diffrent continents . maybe a short range A-A vehicle like a avenger humvee as we already have the humvee? Not sure how other mods do it but i think it just need some tweaks or some more tools for the player.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Chuckebaby on April 16, 2022, 05:40:04 pm
I hope I don't sound like too much of a kiss ass here but I am very grateful for Solaris' work on these mods. I understand constructive criticism is always a way to make things better but he has put in the time and effort to create this game. And though it is a privilege to be able to ask the creator to make some modifications, there is a fine line between asking for modifications and asking an author to custom make mod's for our enjoyment, thus changing his original vision.

That's only my opinion any ways. Maybe I'm reading into this wrong but it just sounds as if there is a bit of badgering going on.
If I'm wrong, my apologies.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 16, 2022, 07:00:33 pm
Many thanks for all the feedback, I'll keep it in mind. Perhaps there is a way to feed a bit more info to the player. Then again, most games I played back in the 90's didn't tell you shit and you were supposed to just work it out...
Title: Re: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 17, 2022, 12:20:44 am
I believe you are mostly correct Solarius. But I my main issue was not a base next to my own. I still had two other bases to launch missions from.

What I would like to know is if it is normal to have 14 cult manors at one time on beginner difficulty in 1998? Most of my months had been a positive score.

And why could my humvee with a cannon not shoot them down?

The game being difficult is not an issue, but I did adapt my play style to the issues. I gave my humvees weapons and bought more Dragonflies (which I thought would be fast enough to outrun the enemy craft). But nothing I could do was enough.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Mrvex on April 17, 2022, 10:17:57 am
I believe you are mostly correct Solarius. But I my main issue was not a base next to my own. I still had two other bases to launch missions from.

What I would like to know is if it is normal to have 14 cult manors at one time on beginner difficulty in 1998? Most of my months had been a positive score.

And why could my humvee with a cannon not shoot them down?

The game being difficult is not an issue, but I did adapt my play style to the issues. I gave my humvees weapons and bought more Dragonflies (which I thought would be fast enough to outrun the enemy craft). But nothing I could do was enough.

Humvee could use a better weapon that isnt locked behind Promo III where you will be able to start fielding Mig fighters and your own interceptors, given minigun only works against Jets (if jet isnt too accurate and blows up your Humvee) and Cars but not Helicopters or the UFOs. Like the first craft capable of fighting 3v1 what spawns from Dagon temple was Raven so there was a giant gap of me being incapable of doing anything as everything i tried to sent went up in flames and such costs at that point were unacceptable.

Title: Re: Xcom Files: Why so many UFOs?
Post by: krautbernd on April 17, 2022, 08:30:07 pm
Perhaps there is a way to feed a bit more info to the player. Then again, most games I played back in the 90's didn't tell you shit and you were supposed to just work it out...
No offense, but that is a pretty sh**** argument. I started out on an Amiga 1000 playing Mind Walker (https://en.wikipedia.org/wiki/Mind_Walker) at an age where I barely understood english and had no manual. Let me tell you that I didn't have a great time to say the least.

If your aim is to make the mod frustrating to play by all means go ahead and do that, I certainly have no way of stopping you. All I can do is bring up arguments against it.

Otherwise maybe take a step back and ask yourself if - when confronted about something that is pretty much a softlock that player can get into by no fault of their own - replying with "oh yeah, there's a strick to it but I'm not going to tell players how to get out of it" is really the best course of action, especially taking into account that these mechanics aren't found in the original game.

You are not building a Sierra adventure here.  I'd go out on a limb and argue that if the original X-COM was created with that kind of attitude you probably wouldn't be building this mod right now, because that's not the appeal behind X-COM (at least not for me, maybe it is for others). I am aware how much effort goes into this mod and I'm grateful for the work you (and others) have put into this. I've been adding, removing or modifying parts of your mod to suit my own playstyle, sometimes paralleling or preempting changes made to the mod itself.

The thing is that I know how to make those changes - others might not. I'd argue that shoehorning in a mechanic that introduces a possible softlock that players might have no idea how to avoid or get out of is a bad idea. Witholding that information on account of players "not being hardcore enough" (yeah right, and when I went to school I had to walk uphill both ways in the freezing cold so don't you dare complain) is even worse. If the mechanic doesn't even accurately reflect what you're trying to depict, maybe turn it down a notch or restrict it to cults where it makes some kind of sense for them to have access to fighter jets?


Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 18, 2022, 12:25:22 am
I think the feature as such is good, but I totally don't claim that it's finished. I am trying to play a test campaign right now (trying, because I always get sidetracked and start modding, heh), hopefully this will help.

But no, I don't think this many manors is normal. I am now in November 1997, playing on Veteran, and I only have one manor.
Title: Re: Xcom Files: Why so many UFOs?
Post by: aaronrolls on April 18, 2022, 06:35:59 am
Maybe it is a bug on the beginner difficulty setting. I'm playing again but on veteran as well. I'll see how I go.

A did want to point out that on veteran there are more enemies and that makes it much easier to have a positive score at the end of the month.

On beginner I was struggling to have above 300. On veteran I can get 1000+ without much difficulty.

I'm sure veteran difficulty will bite me in the ass later down the line, but in the beginning it is easier.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Bonakva on April 18, 2022, 10:20:02 am
I play on a veteran. And I haven't seen that many bases in 1 save either. Although I very often leave bases on purpose....
Title: Re: Xcom Files: Why so many UFOs?
Post by: Solarius Scorch on April 18, 2022, 11:22:46 am
I don't think it's a bug with the beginner difficulty, since all difficulties work the same.

Could be some installation issue though.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Fomka on April 19, 2022, 01:34:45 am
I've decided to postpone my feedback on cults in 2.3+ at the time when I would have met them. Sorry for engaging in discussion without trying the gameplay for myself (I've cleared the cults before they received the boost). Maybe the experience will be good, at a later time. The first encounter with hunter-killer UFOs was fun.
Title: Re: Xcom Files: Why so many UFOs?
Post by: tarkalak on May 12, 2022, 01:25:22 pm
...
3) You have a very firm opinion about how these things work in real life. I am not saying that you're wrong, but I do not share this certainty; even without delving into conspiracy theories (which this mod is all about), things like this can and do happen. Yes, it requires some involvement of high echelons in government and military circles, which is kind of the point. And it is definitely within the logic of this genre.
...

Now this is curious. Can you give an example?

In the 90s the eastern european countries had a lot of mafia infighting. I.e. the sort of thing you would see on the Italian "La Piovra" series or "The Godfather". At some point in Bulgaria there was a a road ambush where one mafia group tried to kill another mafia's convoy with RPGs and machine guns. A solid part of those mafia groups were (and the survivors still are) ex special forces or military.
Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on July 26, 2022, 02:45:53 am
I don't have a problem with these features Solarius. They sound fun how you describe them.

In my game, and it was my first time playing Xcom Files, I could have easily destroyed these cult bases if I could have found them. Maybe I didn't have the required research, I don't know.

I had gotten to a decent level of research in my opinion, maybe not for the time I was at, but I was playing at beginner level. I was taken out by something I could not fight against. I had no way of finding these bases and no way of completing any more missions. Now I have to start again. It does feel a little disheartening. If I knew where the bases were but didn't have the skill or men to beat them at least it would have felt like I deserved to lose.

How do I prevent this in the future? Up until this point I had successfully completed most missions that had shown up. I had tried to take leaders alive and research them, but maybe I could have done a better job with this.

At what point do I need to be at to stop this from happening in the future?

Perhaps I did not have the right language set, but these craft only looked like UFO's to me. If they are only cars and helicopters could they move slower and be weaker on beginner difficulty? I had humvees with cannons on them and I could not take down a single craft. One time they ran away but the other two craft that were chasing me destroyed my humvee. My dragonflies could not even outrun them. I would assume a plane is faster than a helicopter or car. 

I had an enemy base right next to mine,  I know this because whenever a craft would launch it would get chased straight away. It is kind of funny to think about. I must have been doing terribly in the game.

But I do really appreciate your work Solarius, great mod and great work. My inability to beat it should not take away from that.

Anyway, I have attached my save file.

Edit: Keep in mind that I could not do any missions for the last two months of the game. So that may be the reason for any low ratings with countries.
Edit 2: Just found out by looking at my own save file that I had 14 cult manors on my map.

Thank you for sharing your experience.  Please allow me to share some insight.

I never had a problem with the first two game years in this game, on the superhuman level.  The progression seemed very natural.  My first playthrough, that went into about first 1.5 game years, had not been unsuccessful, but was unsatisfactory, due to what appeared a low pace of development.  However, even in that playthrough, I managed to take down cult mansions without access to OSPREY and BlackOps equipment.  I used trophy equipment, with explosives (a skillful use of even a dynamite would suffice) playing a very important role in such assaults.  The use of crawler was important for delivering enough troops to the mansion.  Please note that early mansion vehicles could also be taken out by a couple of humvees with RPGs.  However, with the hiring of a military advisor, you should have an option to use gun helicopters for these purposes, armed with 4 hwy machineguns.  For dealing with mansions guarded by attack helicopters (they look like Mi-24 Hind on the picture), it becomes necessary to use multiple gun helicopters of your own.  One way or another, the problem of early mansions, where no enemy fighter jets are involved, is solvable with really early tech.  I have found a playthrough that relied on this early tech to be very unsatisfactory, though.  One of the reasons for that being that by the time a mission to rescue a doctor from MiB assault had appeared, my tactical equipment had not been adequate (i.e. no full miniguns, mortars, and strong sniper rifles were available for purchase).

In my subsequent playthrough, I spearheaded the development towards the OSPREY.  This allowed me to storm the early cult mansions without any aerial fighter unit (whether helicopter or fighter jets) support: the OSPREY craft has sufficient speed to outrun helicopter units that defend the mansion.  I also spearheded the research into early armor (armored vest, incl. tritanium version) and BlackOps equipment access.  By the time of a first assault, I had armor vests (green ones), BO miniguns, and BO sniper rifles, along with trophy grenade launchers.  While the early assaults on the mansions don't really require such equipment, it is much more relevant for the cult base assaults.  Also, the presence of minigun on the mansion assault makes the assault much more streamlined.

I made all my tactical combats casualty-free.  I achieved this by using skillfully using smoke, dogs, snipers, grenades, and also occasionally rolling back into auto-saved positions (set to every two turns).  The basic tactics of skillfully using smoke, snipers and spotter units (early in-game, dogs are an ideal fit for this role) remains viable for a significant fraction of the game, until at least a very advanced armor becomes available.  With an occasional use of auto-saves, such approach allows for a rather easy casualty-free playthrough.

A first cult base could be taken out with OSPREY.  After capturing a main cult artifact, and researching it, it becomes possible to gain access to much heavier equipment.  In particular, mortars and rocket launchers.  By that point, storming cult mansions and bases becomes relatively routine.  Taking 4 mortars on a mansion mission, and skillfully applying that tool, leaves virtually no chance to the enemy.  In general, a skillful use of mortars and rocket launchers enables a successful completion of even a medium alien craft assault missions (e.g. harvester).  In fact, a skillful use of these weapons allows a very systematic and lethal approach to dealing even with the armored alien units.  I was able to take on a landed terror craft, with no casualties, by arranging for a proper rocket assault in the first turn, and a mortar salvo in the second.

Please note that an interrogation of EXALT top-ranking members may enable an access to a trophy fighter.  However, in practice it's of relatively little use, even though it could relatively easily take on the early helicopters, and -- with a good pilot -- even fighter jets.  A more important trophy craft is available through the Kiryu-Kai research branch, and I highly recommend to pursue this route, since it is capable of allowing a very quick global response to incidents, and could confront successfully enemy fighter jets.  In general, by the time the enemy fighter jets come into a play, and could not be outrun or outmaneuvered, the X-Com should have access to RAVEN.  A group of three RAVEN fighters, staffed with good pilots, could take down a terror ship.  Only battleships and special anti-fighter ships remain out of reach for this early, and relatively under-powered craft.

By the time a second or third cult base is being takedown, it is in general possible to gain access to, and to start fielding, both heavy tac suit, and its tritanium version.  The latter makes a huge difference in fights against both aliens, and also MiB.

The bottom line is this.  There is hardly any reason why there exists a difficulty in this game, in the early game segment (of two years), even on superhuman skill level.  I think the greater difficulty is with the necessity to capture enough ranking live aliens with relatively moderate capture equipment early enough, to gain access to alien power and electronics tech, that enables a more advanced weaponry (even gauss and laser).  The relatively long game segment, whence only RAVENs (still vulnerable to hunter support crafts, battleships, and well-setup small counter-fighter arrangements), tritanium heavy tac suits, and where OSPREY craft quickly becomes irrelevant, is the main source of strategical challenge.  In principle, the only reason to develop tritanium munitions is to keep combat efficiency reasonable in this critical segment, in the face of gradually more challenging enemies.  The tritanium munitions allow the BO equipment (mostly, its minigun and sniper rifles) to remain viable, even against tougher enemies.  Another source of challenge is the early limitation on the availability of AI units, and also on the size of the crew for underwater missions.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on July 26, 2022, 10:45:00 am
Interesting. But I'm not sure whether several of these suggestions really work out:
Title: Re: Xcom Files: Why so many UFOs?
Post by: Moth_Of_Decay on July 27, 2022, 02:22:34 pm
Few things are as satisfying as hearing a dozen cultists scream in agony because you landed a mortar shell just outside the front door.

I ended up with like 15 manors spawning including some very close to my bases, but honestly I loved the experience because it genuinely made the existence of the cults a threat to XCOM. Annoying? Yes. Which I think is EXACTLY what should happen if you ignore them for too long. When I was finally able to launch a counter-attack with interceptors I was thrilled, as it was such a clutch situation fighting my way out of a -700 point deficit for two months in a row. It was exciting and frustrating in the same way that chyssalids and the like are.
Title: Re: Xcom Files: Why so many UFOs?
Post by: the nomad on August 10, 2022, 04:33:57 am
Few things are as satisfying as hearing a dozen cultists scream in agony because you landed a mortar shell just outside the front door.

I ended up with like 15 manors spawning including some very close to my bases, but honestly I loved the experience because it genuinely made the existence of the cults a threat to XCOM. Annoying? Yes. Which I think is EXACTLY what should happen if you ignore them for too long. When I was finally able to launch a counter-attack with interceptors I was thrilled, as it was such a clutch situation fighting my way out of a -700 point deficit for two months in a row. It was exciting and frustrating in the same way that chyssalids and the like are.

I think they are badly designed to be honest. Yes the idea is great, but the quickness of their evolution is unbalanced. They seem to spawn what around the end of 1997? So by the time they first appear they are already tough, with your tech in mind, so you can't be expected to be able to destroy all of them as soon as they spawn. At that date I generally don't own an Osprey for example (though I am close), because thanks to bad RNG I generally did not capture one of the high ranking cult members yet. And they are very tough with 8 agents.

Soon enough you begin to destroy them, but due to their sheer amounts some are bound to develop. In example in my campaign by August 1998 I already terminated Red Dawn and Exalt, which is the best I can do. What did I face in a Lotus Manor the same month? Panic-inducing hosts, assassins all around the place, incendiary tossing Footmen, and 3 reinforcement in 5 turns, and I did not even do 10 turns yet. Armored, camouflaged soldiers with armor piercing rounds firing at me the same turn they appear, flanking my agents from three different positions, that is if they are not right next to me already. The total was 90+ enemies.

They are even tougher than HQs themselves by that point. And compare them to any other mission at that date, they are significantly tougher, including the HQs as I said, which again means badly balanced. Obviously they are doable as I completed them, but needlessly over the top. And one base roster is injured like a month per assaulted manor. They are already launching jets faster than my transports so I can't ignore them especially if they are built right near my base. It is not even the Fall of 1998 may I remind you.

And they don't get destroyed when I terminate a cult. That is very annoying. If they were easier when they first spawn, or they are not as OP as this by the 1998 summer, or they are destroyed when you terminate the related cult, then it would be a good design. I don't wanna get punished when I already did the best I could. After all the point seems to be punishing the lazy and/or milking player, but I am neither.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 10, 2022, 07:51:55 am
Cult manors spawn in three 'waves': Oct 1997 - Feb 1998, Mar '98 - Jul '98, Aug '98 - whenever you destroy them. Each 'wave' only spawns the corresponding tier of manors. It takes a manor quite long to actually upgrade: 30% chance per month starting from the fifth month of being active, 100% chance on the 10th month. And that then repeats if the manor was originally low-tier. So the spawns usually outnumber upgrades for new tiers.

Once they hit 6 months on the highest tier, there's a small chance of progressing beyond manors: Hybrids, Golden Academy, Dagon High Temple (apparently you can have several of those at the same time?).
So I think the data supports you in that the manors spawn too fast and too tough. Despite the manors supposedly only being punishment towards the end of 1998, if you haven't killed off the cults by August 1998, you're in for some hurt.

The teleporting reinforcements are a pain. If they got delayed to severals turns in like the farmer MiBs, maybe. I could go with that speed of reinforcement for the HQs, but since you have to play ball with manors a lot, that's a bit over the top, too.

All in all, manors are kinda like the Ninjas of cult mission progression.
Title: Re: Xcom Files: Why so many UFOs?
Post by: itchie on August 10, 2022, 04:28:07 pm

So I think the data supports you in that the manors spawn too fast and too tough. Despite the manors supposedly only being punishment towards the end of 1998, if you haven't killed off the cults by August 1998, you're in for some hurt.

The teleporting reinforcements are a pain. If they got delayed to severals turns in like the farmer MiBs, maybe. I could go with that speed of reinforcement for the HQs, but since you have to play ball with manors a lot, that's a bit over the top, too.

All in all, manors are kinda like the Ninjas of cult mission progression.

I agree, i love the game and been playing it for years but these manors are currently killing me, I have around 20 according to my save game and 6 of them just in europe including one next to my main base and one manor and embassy in the same spot. Basicly the whole of europe is covered except spain and i dont have the planes / vehicles yet to assault them. I can only get close by either building a base next to it or using a public van but with 4 guys its a suicide mission because of the rapid waves of reinformcents.

Atleast maximizing the amount of reinforcements would give me a little bit of a chance against them ;)
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 10, 2022, 05:39:24 pm
...these manors are currently killing me, I have around 20 according to my save game and 6 of them just in europe...
:o ...you're fucked.

...including one next to my main base and one manor and embassy in the same spot.
I just had the same situation and I think it's probably Solarius ignoring the warning and 'weird shit (https://openxcom.org/forum/index.php/topic,6430.msg104530.html#msg104530)' happening as a result.
Title: Re: Xcom Files: Why so many UFOs?
Post by: the nomad on August 10, 2022, 09:21:47 pm
Cult manors spawn in three 'waves': Oct 1997 - Feb 1998, Mar '98 - Jul '98, Aug '98 - whenever you destroy them. Each 'wave' only spawns the corresponding tier of manors. It takes a manor quite long to actually upgrade: 30% chance per month starting from the fifth month of being active, 100% chance on the 10th month. And that then repeats if the manor was originally low-tier. So the spawns usually outnumber upgrades for new tiers.

Once they hit 6 months on the highest tier, there's a small chance of progressing beyond manors: Hybrids, Golden Academy, Dagon High Temple (apparently you can have several of those at the same time?).
So I think the data supports you in that the manors spawn too fast and too tough. Despite the manors supposedly only being punishment towards the end of 1998, if you haven't killed off the cults by August 1998, you're in for some hurt.

The teleporting reinforcements are a pain. If they got delayed to severals turns in like the farmer MiBs, maybe. I could go with that speed of reinforcement for the HQs, but since you have to play ball with manors a lot, that's a bit over the top, too.

All in all, manors are kinda like the Ninjas of cult mission progression.

Yeah, I don't know how realistic it is to eliminate all of the cults by August. It is not impossible but I tend to hesitate attacking Lotus forward bases and Dagon HQ for example, unless I am sure I have an ace team with 16 good agents, and thus wait for better tech etc. My understanding was I had to terminate the cults before the invasion date, so this kind of punishment should occur around Dec 98 in my logic. Or perhaps I am not that good of a player, and I am actually expected to destroy all of the cults by the summer. But doing so would just kill many of my great agents and leave me with more sucky dudes against the coming aliens.

I agree that toning down reinforcements would make them more managable, or perhaps they can spawn with 0 time units. I think best option would be manors getting destroyed when you terminate the cults, but maybe that can't be coded or something I have no idea. That way they would still be a pain in the ass and urge you to destroy the cults asap, and it would also make more sense lore wise imo. I already exposed Red Dawn, what are they doing around Russia and why are they not locked up?

I can't imagine their maximum developed state.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 10, 2022, 09:55:01 pm
Yeah, I agree that this stealth moving of goalposts is a bit underhanded. On the other hand, do you really want the invasion and the cultist ramp-up to coincide? I don't know, the cults don't really seem to get their marching orders from the aliens. Well, not the regular aliens, anyway.

Reinforcements hitting you hard from the word go I actually even like. But not if there are 20 mansions already swarming with regular cultists where it happens. And if you don't play ball, good-bye non-chartered transports. At least the MiB are avoidable.

Solarius wants the cultists to stick around and I like the idea in general. It's sort of interesting that you still have to wipe out the remnants and can't just do a decapitation blow. I imagine the reasoning goes that they more or less retired from Red Dawn or whatever and became local warlords or something. This is actually kinda believable for Russia (and especially 90s Russia), possibly also China, definitely Africa, large chunks of Asia and South America. It's the US EXALT, Japanese BL and European RD/Dagonites where this line of reasoning fails.
Title: Re: Xcom Files: Why so many UFOs?
Post by: the nomad on August 10, 2022, 10:39:02 pm
Yeah, I agree that this stealth moving of goalposts is a bit underhanded. On the other hand, do you really want the invasion and the cultist ramp-up to coincide? I don't know, the cults don't really seem to get their marching orders from the aliens. Well, not the regular aliens, anyway.

Reinforcements hitting you hard from the word go I actually even like. But not if there are 20 mansions already swarming with regular cultists where it happens. And if you don't play ball, good-bye non-chartered transports. At least the MiB are avoidable.

Solarius wants the cultists to stick around and I like the idea in general. It's sort of interesting that you still have to wipe out the remnants and can't just do a decapitation blow. I imagine the reasoning goes that they more or less retired from Red Dawn or whatever and became local warlords or something. This is actually kinda believable for Russia (and especially 90s Russia), possibly also China, definitely Africa, large chunks of Asia and South America. It's the US EXALT, Japanese BL and European RD/Dagonites where this line of reasoning fails.

No I wouln't want the invasion and ramp-up to coincide, that's why I think it shall be that way to punish the player. Because terminating the cults before 1999 is perfectly doable, and if you fail at that then the problems would start. August I feel is a bit too soon.

On the other hand if Scorch wants the cultists to stick around that is something else entirely. Maybe they are supposed to go OP and team-up and annihilate you hand-in-hand with the aliens. It would certainly add an interesting challenge. With some better alien tech gear even the most developed manors would be easy to wipeout anyway. With some interesting cat and mouse games in the geoscape I can do that even during alien invasion, though of course it would be difficult as hell. That's what campaign is going towards anyway lol.

Yeah maybe believable for some countries, I agree now that I think about it. Especially South America makes sense.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 10, 2022, 10:49:36 pm
The problem with mansions is that tier upgrades are more or less coordinated to happen at the same time. I think even August would be fine if mansions weren't both upgrading to and spawning as exclusively tier 3. There's some delay for the newest of existing mansions, but that's not a lot of consolation.

As far as I understand, Solarius wants the remnants to stick around as mostly an immersion thing. The cults themselves are dead at that point, and their place is taken over by the bigger conspiracies.
Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on August 24, 2022, 06:46:45 am
Interesting. But I'm not sure whether several of these suggestions really work out:
  • Using the Mudcrawler on random mansions in the ass end of nowhere means you must build a temporary base with hangars, living quarters and perhaps stores. That's about 1.15-1.75 million dollars, more than you'd usually gain from a single assault on even the highest-tier mansion.
  • Smoke means your troops are firing at a penalty. So are theirs, but theirs can outnumber you by quite a margin (Red Dawn, EXALT and BL depending on their team composition and where they actually move during the mission). And smoke tends to work against you more than against the enemy due to the "You hit me, I spot you, anywhere!" mechanic.

    Sniper rifles in the hands of high-accuracy troops mitigate the penalty quite a bit, but sniper rifles used that way are good for one shot per turn, at best.
  • Smoke also sucks against aliens since they mostly have heatvision and you usually don't. So they tend to spot you first. Kinda mirrors their night vision advantage. And aliens are almost uniformly all snipers.
  • In brief, hoping that smoke will hide you from the enemy is folly, unless you never attack anyone (and in that case, you're not a 'sniper'). Hoping it'll provide cover is a gamble. Only against non-sniper enemies or combined with actual hard cover does it of work. Mostly.
  • I am extremely doubtful of the general early applicability of mortars and rocket launchers against terror ships. The map is usually crawling with baddies, there are alien laser turrets that can take a rocket round or three and stay in the game. I can see it happening with a favourable starting position, map layout and/or a weaker enemy race (floaters&reapers :) ). But in general, the margin of error is just too damn small without strong armour and armor-piercing weapons.
  • I do agree that mansion maps are uniquely suited to mortars due to the  open-air nature of your starting position, and the general openness of the map.
  • As mentioned before, grenades with their ridiculous range and accuracy make the game so much easier it's almost cheating.
  • The 'occasionally rolling back into auto-saved positions' bit is probably the biggest contributor towards no casualties at all.

The mansions could be stormed with OSPREYs.  I never found a need to use a mudcrawler.  The only instance had been when it was forced upon in Dimension X.  By that time, the soldiers wore Juggernaut armor, and didn't even need rockets.  Guess why?  (Answer: the psi ams + turbolasers were more than sufficient).

The Galil + Desert Eagle is a nice combo for any smokescreen tactics.  The limited use of grenades is possible in such scenarios, but I assure you that one sniper shot per turn tactics, with movement behind the smoke screen cover is a very workable one.

When you storm a larger cult installation at lower tech, you need three things: (1) OSPREY to carry 16 troops, (2) armored vest, better if tritanium, (3) explosives, with at last 2 dynamites primed per soldier at a minimum.  The explosives are absolutely essential for storming the mansions at lower tech, especially before the acquisition of miniguns, mortars, and rocket launchers.

Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 24, 2022, 07:03:30 am
The mansion comment was in response to
The use of crawler was important for delivering enough troops to the mansion.
So apparently you did find some use for them. Or changed your mind since. :)

I don't find many opportunities to actually snipe around mansions, the map is kinda cramped for that. Indirect-fire explosive ordnance is much better. And if the opposition includes lots of snipers, your smoke is quite a bit less useful than it used to be. Although 16 troops help mitigate all of this a lot. Still, Sorcerers or Enforcers blindly shooting/throwing grenades at your position is a lot of pain.

My opinion of vanilla-style grenades and explosives is that they are cheat mode. Try throwing a pack of C4 the same distance you're usually able to hit with a rifle (a few hundred meters, at least). :P
Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on August 24, 2022, 07:16:04 am
  • Smoke also sucks against aliens since they mostly have heatvision and you usually don't. So they tend to spot you first. Kinda mirrors their night vision advantage. And aliens are almost uniformly all snipers.


Without serious armour, the tactics against aliens is generally as follows.  (A) Against surface aliens outside the vessel, use explosives extensively.  (B) Against aliens inside the vessel, setup ambushes at doors with hand-to-hand weapons (prods and blades).  (C) Against aliens underwater, outside the vessel, use probes and surface features, and use more powerful weapons, like e.g. Dagon's staff.

It's not entirely impossible to take on a battleship with mortars and rockets, and with only a heavy tritanium suit.  Ideally, though, Juggernaut armours should be employed for such fights.

In principle, with a couple of blaster launchers, the weaker armours remain very, very viable.  Though, by that point (whence a blaster launcher is researched), a Juggernaut suit should be available technologically.

Now, a question to an experienced player: what if you got a lobstermen assault mission, while only having heavy tritanium suits and kinetic weapons (even with Tt, for the sake of an argument) available.
Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on August 24, 2022, 07:41:00 am
The mansion comment was in response to So apparently you did find some use for them. Or changed your mind since. :)

I don't find many opportunities to actually snipe around mansions, the map is kinda cramped for that. Indirect-fire explosive ordnance is much better. And if the opposition includes lots of snipers, your smoke is quite a bit less useful than it used to be. Although 16 troops help mitigate all of this a lot. Still, Sorcerers or Enforcers blindly shooting/throwing grenades at your position is a lot of pain.

My opinion of vanilla-style grenades and explosives is that they are cheat mode. Try throwing a pack of C4 the same distance you're usually able to hit with a rifle (a few hundred meters, at least). :P

Grenades could be thrown 30 meters easily.  The explosive packs are much more difficult to handle, but in-game, they're severely range limited as well.  The explosive packs should in general be swapped for propelled ordnance when that becomes available -- rockets and mortars -- as mentioned in the discussion above.

A lot of tactical combat occurs below 100 meter range.  Hence, the development of subsonic munitions around caliber of 0.5 inches with heavy bullets and high stopping power on both sides of the Atlantic.

It usually takes about 8 smoke grenades to create a good smoke cover.  Also, on mansion missions, the initial barrage with HE / mortars is essential to clean out any close enemy spotters.  The enemy grenades are usually not very accurate and effective, and in the worst case the turn should really be replayed with a slightly different final disposition.

Smoke provides for an opportunity to fire explosives for a 3-4 turns.  In that time, you should be able to move your storm troopers inside the mansion through a broken wall.

Sniping is more pertinent on all other types of missions, including even the alien embassies and colonies.

A good combination of sniping and HE pack usage occurs at the time the Dagon Main Temple is stormed, if you choose to take on that cult first to gain promotion level 3.

Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 24, 2022, 09:21:39 am
Without serious armour, the tactics against aliens is generally as follows.  (A) Against surface aliens outside the vessel, use explosives extensively.
AKA grenades are OP, as usual. :)

Against aliens inside the vessel, setup ambushes at doors with hand-to-hand weapons (prods and blades).
I haven't found this to be all that good since you're hitting the alien from the front and thus getting hit with all or most of the dodge penalty. Melee hit chances are already a roulette a lot of the time.

I play with CQB using TU, so that might colour my perception somewhat.

You might also have to contend with alien psi, and in that case you're in deep doo-doo. I recently watched some old videos of how IvanDogovich was getting anally probed by Sectoid leaders in Lab Ships, this was both sad and hilarious. ;D

Now, a question to an experienced player: what if you got a lobstermen assault mission, while only having heavy tritanium suits and kinetic weapons (even with Tt, for the sake of an argument) available.
Choke damage. Stuff like nooses and Knockout grenades. Maybe try drowning them in smoke, too. Not good, but at least gives you a fighting chance.


The explosive packs are much more difficult to handle, but in-game, they're severely range limited as well.
Nobody really throws HE packs in real life. It's needlessly dangerous and we have weapons to do that for us.

In-game, enemies used to throw dynamite at me from off-screen all the time. I put a stop to this, of course, but we're discussing the mod as it is, not as I'd make it.

Grenades could be thrown 30 meters easily.

A lot of tactical combat occurs below 100 meter range.  Hence, the development of subsonic munitions around caliber of 0.5 inches with heavy bullets and high stopping power on both sides of the Atlantic.
A lot of tactical combat occurs in the sub-300 meter range. 100 meters is MOUT territory, or terrain so claustrophobic you really need to do something about it. Neither's where you want to fight if you have a choice. Russians learned that the hard way recently.

Even then, 30 meters is nothing on even 100-meter rifle ranges (which is not a general rule of combat, even urban combat).

The Whisper/Blackout/9x39 etc family are niche cartridges for niche weapons. Nobody issues these on a general basis. And even the one organisation that does/did (Russian special forces) had a lot of bad things to say about the AS VAL/Vintorez when they actually needed to do battle with it. It had more to do with the shoddy construction and sights, though.

In any case, individual firearms are really not particularly important in modern heavy-duty combat. They're essentially military pacifiers, issued so that troops won't feel bad about being 'unarmed'. ;D Well, that and to bully civilians/irregulars.

It usually takes about 8 smoke grenades to create a good smoke cover.  Also, on mansion missions, the initial barrage with HE / mortars is essential to clean out any close enemy spotters. 
Killing spotters makes them spot the killer. :(

I find that there's not enough room to place a smoke cloud between myself and the enemy on mansion maps. Being in the smoke is a lot less effective than having smoke farther out.

I'm not saying smoke is entirely useless, it still reduces vision and imposes aim penalties. But IMO the heavy lifting is done by mortars actually killing enemies. And panicking others in the process.

The enemy grenades are usually not very accurate and effective, and in the worst case the turn should really be replayed with a slightly different final disposition.
Sure, but if you're save-scumming (and I have nothing against that, I'm a pathological save-scummer myself), then it's the power of reloading that's mitigating the grenades, not any tactics on your part. I tend to get at least one 'bad' grenade per mission when there's more than one dude around chucking them.


The rest is true and spot-on.
Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on August 25, 2022, 02:12:34 am
AKA grenades are OP, as usual. :)
I haven't found this to be all that good since you're hitting the alien from the front and thus getting hit with all or most of the dodge penalty. Melee hit chances are already a roulette a lot of the time.

I play with CQB using TU, so that might colour my perception somewhat.

What is the setting value you're using for "CQB using TU"?  I assumed, the reaction is always TU based.

What you need to do is to have 4 soldiers guarding the door, since an alien could usually make a step out the door.

What weapons are you using against the alien?  I usually use either psi blades (acquired from the White Tower as trophies) or stun gear.  Those work pretty well.

In general, the alien trapped in a corridor, is unable to shoot accurately, and has a decent chance of missing on any of your troops, provided he even manages to fire a shot.  The suicidal grenades from aliens are a much greater danger.

Title: Re: Xcom Files: Why so many UFOs?
Post by: zee_ra on August 25, 2022, 02:37:03 am
Choke damage. Stuff like nooses and Knockout grenades. Maybe try drowning them in smoke, too. Not good, but at least gives you a fighting chance.

Never thought about using a noose on that creature; if you could play test, could you please post a result.

In general, the use of gas grenades allows to down them en-masse.  Of course, with laser miniguns and heavy sonic cannons they're as good as dead always.  But, early doom weapon against lobstermen, both wild and civilized (civilly enslaved to the Cthulhu aka Dagon himself), is the gas grenade.

Nobody really throws HE packs in real life. It's needlessly dangerous and we have weapons to do that for us.

Agreed.  However, such solution is a response to external limitations on the available ordnance.  Such tactics becomes indispensable on the early mansion missions, and the early downed ufo missions.

In-game, enemies used to throw dynamite at me from off-screen all the time. I put a stop to this, of course, but we're discussing the mod as it is, not as I'd make it.
A lot of tactical combat occurs in the sub-300 meter range. 100 meters is MOUT territory, or terrain so claustrophobic you really need to do something about it. Neither's where you want to fight if you have a choice. Russians learned that the hard way recently.

I think, 300 meters range has been a justification for the reduction of calibers in main rifles.  The 100 meter range has been a justification for the 12.7 mm munitions.

Even then, 30 meters is nothing on even 100-meter rifle ranges (which is not a general rule of combat, even urban combat).

I think, something in that ballpark is a part of a military physical training standard.  The grenades are deemed effective at such ranges, and such ranges are deemed relevant in actual combat.

The Whisper/Blackout/9x39 etc family are niche cartridges for niche weapons. Nobody issues these on a general basis. And even the one organisation that does/did (Russian special forces) had a lot of bad things to say about the AS VAL/Vintorez when they actually needed to do battle with it. It had more to do with the shoddy construction and sights, though.

Both SOCOM in US and various Russian SF had come up with their own 12.7 mm / 0.5 in cartridges in the last years.  The 9mm, in such retrospective, had been more of an interim experiment.

In any case, individual firearms are really not particularly important in modern heavy-duty combat. They're essentially military pacifiers, issued so that troops won't feel bad about being 'unarmed'. ;D Well, that and to bully civilians/irregulars.
Killing spotters makes them spot the killer. :(

I would disagree with the statement that the individual firearms are irrelevant.  However, it is the case that most of damage is done by much heavier ordnance and machinery.

I find that there's not enough room to place a smoke cloud between myself and the enemy on mansion maps. Being in the smoke is a lot less effective than having smoke farther out.

Being in the smoke on mansion missions protects the sodiers from the spotters from the upper floors.

Most of fire at that point should be coming from your mortars, rockets, and miniguns.  In case of very early assaults, it should come from your dynamite packages (once again, those are a makeshift solution) and grenades, at least until the main assault group makes it inside the mansion, and could use auto-fire efficiently.

The miniguns operating from a smoke cloud are remarkably effective.  The ones operating on the edge of a smoke cloud (with walking in-and-out tactics) are fantastically effective.

The smoke cloud in general should be pretty large to be efficient, maybe the full diameter of a single smoke grenade.

I'm not saying smoke is entirely useless, it still reduces vision and imposes aim penalties. But IMO the heavy lifting is done by mortars actually killing enemies. And panicking others in the process.
Sure, but if you're save-scumming (and I have nothing against that, I'm a pathological save-scummer myself), then it's the power of reloading that's mitigating the grenades, not any tactics on your part. I tend to get at least one 'bad' grenade per mission when there's more than one dude around chucking them.

The rest is true and spot-on.

I allow an enemy grenade to explode, if it leads to no casualties on my end.

The smoke buys a few turns to fire heavier ordnance.  Usually, it suffices to kill a couple of initial waves (which die as a genuine mortar fodder), and to eliminate most dangerous enemy positions before the rifles could start working on the rest.  The rifles could be used on aimed shots from inside smoke, and they could also be used by walking out of a smoke, shooting, and then either walking back inside the smoke, or exploding another smoke grenade to create more cover at the new position.

I did try a tactics when the half of a mansion is completely destroyed by the mortars.  Not bad, but bombarding the initial onslaught, and getting the assault team inside for close quarters encounter works just as well, and preserves more trophies.

Without smoke, the enemy in general is able to fire too many shots your way.  Note that the smoke also decreases enemy accuracy.
Title: Re: Xcom Files: Why so many UFOs?
Post by: Juku121 on August 26, 2022, 05:07:55 am
What is the setting value you're using for "CQB using TU"?
Code: [Select]
closeQuartersTuCostGlobal: 10      # up from 0
closeQuartersEnergyCostGlobal: 10  # up from 5

I assumed, the reaction is always TU based.
Reactions and CQB are different things. Documentation says CQB is (by default) [100 - ((melee+reactions)/2 - enemy dodge)] chance to misfire, with some weapons multiplying (melee+reactions)/2 by some percentage to account for them being very easy or very hard to misdirect. There's also a 50% chance of bypassing the CQC check if you sneak up on an enemy (the entire opposing team has not seen or doesn't remember the sneaking unit).

Though I recall people bitching about Sectoids outmuscling their dudes when they have a measly 0.1 * 63 (reactions) = 6 dodge face-to-face, less from the sides. So I may be wrong about something here. Or maybe they were bitching about the Sectoids vice-like grip on the gun? :D

What you need to do is to have 4 soldiers guarding the door, since an alien could usually make a step out the door.
Four guys exposes at least two of them to much more alien fire if the little grey dude decides to shoot instead of stepping forward, or has friends behind him. And makes the entire team a grenade magnet.

I still do this, but I've got bitten due to clustering around doorways a lot more than once.

What weapons are you using against the alien?  I usually use either psi blades (acquired from the White Tower as trophies) or stun gear.  Those work pretty well.
Fists and stun weapons, mostly. My operatives aren't big on the 'bring a sword to a gunfight' school of thought. 8)

And do you mean the Forceblades? Because Psi Blades are what the CoA head honchos have.

Forceblades are good, but they're still not particularly more accurate (possibly even less on a fully trained operative with mediocre psi skill) than any other melee weapon. A dodgy enemy is still a pain with these.

In general, the alien trapped in a corridor, is unable to shoot accurately, and has a decent chance of missing on any of your troops, provided he even manages to fire a shot.  The suicidal grenades from aliens are a much greater danger.
True. But my point was that melee is unreliable. You miss, and miss, and miss, and then suddenly kill any non-uber enemy even with a piece of pipe. Or just waste your turn. And if they're dodgy, like a Reptoid, Tasoth, Waspite or even a mech-Floater, your chance to hit goes way down.

Never thought about using a noose on that creature; if you could play test, could you please post a result.
Well, the result is that if you manage to sneak up on a Lobsterman, he goes to sleep in one hit. And the chance to hit is pretty good. Getting into melee range is the hard part.

In general, the use of gas grenades allows to down them en-masse.
Sure, these are the WMD against Lobstermen. But gas grenades are moderately rare loot and Promo III manufacturing. Which is before full alloy suits, but (mostly feral) Lobstermen can come up way before that.

Of course, with laser miniguns and heavy sonic cannons they're as good as dead always.
I have my Lobstermen a bit more armoured than vanilla XCF, ~1.5 times overall but with more uniform values. So scatter lasers are pretty much useless, and non-focused sonic cannons aren't too hot, either. Lobstermen are supposed to be scary, dammit! :P

However, such solution is a response to external limitations on the available ordnance.
The tactic is only possible because of X-Coms wildly unrealistic handling of grenades and other throwables. Which most mods tend to copy, for reasons that are very murky to me. :-\

I think, something in that ballpark is a part of a military physical training standard.  The grenades are deemed effective at such ranges, and such ranges are deemed relevant in actual combat.
20-30 meters seem to be the usual standards. 50 is possible with hardcore soldiers and/or lighter, non-frag grenades. But this is seldom how far people throw these in actual combat because they're usually loaded down with a shitton of other gear, adrenaline is high and accuracy absolutely matters.

Even the ideal numbers are still not even remotely comparable to rifle ranges. I assume you have a city you can check? Go and see how many places have line of sight over 100 meters even there, not to mention all the tall buildings with vertical LoS.

X-Com has you toss grenades farther than rookies can hit something with a rifle, even a good one.

I think, 300 meters range has been a justification for the reduction of calibers in main rifles.  The 100 meter range has been a justification for the 12.7 mm munitions.
Where are you getting this 100 meters from? Do you have a link or other reference?

AFAIK, the reasons big-caliber rifle rounds gained some prominence were twofold, and neither had much to do with any estimation of infantry combat ranges:
A military can already land a whole ton of big-bore hurt on you with squad-level and higher weapons, so these applications aren't particularly interesting from a general-issue POV. Soldiers still need to make the occasional 500-meter shot, and these large-caliber rounds drop like rocks over longer ranges.

Both SOCOM in US and various Russian SF had come up with their own 12.7 mm / 0.5 in cartridges in the last years.
They have? Which ones?

Blackout is over ten years old, .50 Beowulf and 12.7×55 are pushing twenty, Whisper series thirty. 9x39mm is even older.

Being in the smoke on mansion missions protects the sodiers from the spotters from the upper floors.
Not sure that's 100% true, since smoke tends to thin when you go up some elevation levels, and LoS changes to more vertical.

And if you got spotted on the first turn (quite likely) and the enemy has snipers (RD is the poster boy bere), prepare for incoming fire if you don't start leveling everything in sight. Which is awesome, of course. ;D

The smoke cloud in general should be pretty large to be efficient, maybe the full diameter of a single smoke grenade.
In my experience, you need a full diameter between you and the enemy for smoke grenades to be fully effective. If you're camping in a smoke cloud, that's at least 50% more than just a full diameter.

The miniguns operating from a smoke cloud are remarkably effective.  The ones operating on the edge of a smoke cloud (with walking in-and-out tactics) are fantastically effective.
Miniguns OP, nerf please. :D

My experience with miniguns hasn't been all that positive. Maybe I'm not using them right, or they don't suit my playstyle, but 1-2 enemies downed per turn (if everything goes right) at medium range tends to be worse than a Smartgun that can do the same but at longer ranges, possibly without all the kneeling and with more flexibility in fire modes and TU costs.