OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Rag on May 09, 2022, 11:18:40 pm

Title: Is "farming" cults worth doing?
Post by: Rag on May 09, 2022, 11:18:40 pm
So in the base game I often indulged in "farming" an alien base for supply ships and raids, is that also worth doing in this mod with keeping cults active or should I actually be doing XCOM's job properly and forsake the morally questionable funding?

My current example for the question:
I've just cleared my first Cult HQ and gotten the item needed to research their containment, I've checked the tech tree to see I need to contain all 4 for the next promotion which is making me wonder if I should keep them around until finishing the other Cults for more potential missions (unless theirs get replaced with others) or just take care of them for good once I've captured their special agent like Lo Wo (only one I found so far).
Title: Re: Is "farming" cults worth doing?
Post by: Bonakva on May 10, 2022, 09:14:56 am
Promotion 3 does not require the completion of all cults. It does not require the final destruction of the cult at all. It is simply necessary to research 1 final item of any cult to be able to unlock upgrade 3.
Title: Re: Is "farming" cults worth doing?
Post by: tarkalak on May 10, 2022, 09:20:33 am
So in the base game I often indulged in "farming" an alien base for supply ships and raids, is that also worth doing in this mod with keeping cults active or should I actually be doing XCOM's job properly and forsake the morally questionable funding?

My current example for the question:
I've just cleared my first Cult HQ and gotten the item needed to research their containment, I've checked the tech tree to see I need to contain all 4 for the next promotion which is making me wonder if I should keep them around until finishing the other Cults for more potential missions (unless theirs get replaced with others) or just take care of them for good once I've captured their special agent like Lo Wo (only one I found so far).

Special missions like Lo Wo can show up after the cult is eliminated, I believe. Also eliminating one cult springs another threat into existence.
Title: Re: Is "farming" cults worth doing?
Post by: Solarius Scorch on May 10, 2022, 01:52:55 pm
You can keep the cults indefinitely (maybe except one, because Promotion 3), but I put in a lot of effort to make it too much of a pain. The end decision is up to you. ¯\_(ツ)_/¯
Title: Re: Is "farming" cults worth doing?
Post by: Finnik on May 10, 2022, 02:42:40 pm
You can keep the cults indefinitely (maybe except one, because Promotion 3), but I put in a lot of effort to make it too much of a pain. The end decision is up to you. ¯\_(ツ)_/¯

Btw, I noticed that many players do not eliminate all cults before jan '99, so they get punished. Not sure if it's an obvious objective for them...
Title: Re: Is "farming" cults worth doing?
Post by: Solarius Scorch on May 10, 2022, 03:02:31 pm
Btw, I noticed that many players do not eliminate all cults before jan '99, so they get punished. Not sure if it's an obvious objective for them...

I'm not sure either. Besides, the "punishment" is now much less obvious - no guaranteed alien infiltrations any more.
Title: Re: Is "farming" cults worth doing?
Post by: Alex_D on May 10, 2022, 04:08:38 pm
In my current campaign, I've eliminated all cults but Exalt. Funny, one of Dagon's manors are still around, and

former Red Dawn manors turned into Hybrid Bases.
Said Hybrid basesa are a nice for farming AI cores.
.

Exalt minor bases are a nice way for training new recruits.
Title: Re: Is "farming" cults worth doing?
Post by: Rag on May 10, 2022, 05:32:37 pm
Ah okay thanks for the information, I misunderstood the "cult contained" to mean all cults, I did just have 4 missions pop up within a day or two including 2 HQ missions so I can see what you mean about keeping them all active being a pain. Currently I can eliminate Black Lotus and Red Dawn so will eliminate Black Lotus (hate assassins) and maybe keep Red Dawn for a little longer until it becomes too problematic to keep them active.

Special missions like Lo Wo can show up after the cult is eliminated, I believe. Also eliminating one cult springs another threat into existence.
I was checking the wiki and Natasha mission mentioned "false" on terminate Red Dawn so wasn't sure if needed to keep them around for longer until I could research her dossier, but Lo Wo one doesn't have that so not sure if some need it but others don't or if I just misunderstood the wiki there.

As for springing other threats, right now I've not had the harder EXALT and Dagon missions yet so can't find their HQ, would terminating the cults I have gotten make those more likely to appear?
Title: Re: Is "farming" cults worth doing?
Post by: Solarius Scorch on May 10, 2022, 08:14:59 pm
I was checking the wiki and Natasha mission mentioned "false" on terminate Red Dawn so wasn't sure if needed to keep them around for longer until I could research her dossier, but Lo Wo one doesn't have that so not sure if some need it but others don't or if I just misunderstood the wiki there.

There are two scripts: one for before Red Dawn destruction, one after. With different odds.

As for springing other threats, right now I've not had the harder EXALT and Dagon missions yet so can't find their HQ, would terminating the cults I have gotten make those more likely to appear?

No, less likely, if at all.
Title: Re: Is "farming" cults worth doing?
Post by: Alex_D on May 12, 2022, 12:17:20 am
There are two scripts: one for before Red Dawn destruction, one after. With different odds.
In my current campaign, I went to great lengths for capturing alive all of these special NPCs, Natasha included, all residing in this VIP Jail in one of my bases.
But I terminated Red Dawn already. What did I miss with not researching her as a captive? (I don't recall anything particular)
Title: Re: Is "farming" cults worth doing?
Post by: Rag on May 12, 2022, 12:52:38 am
In my current campaign, I went to great lengths for capturing alive all of these special NPCs, Natasha included, all residing in this VIP Jail in one of my bases.
But I terminated Red Dawn already. What did I miss with not researching her as a captive? (I don't recall anything particular)

That is a fun idea, I just researched the ones I caught in my attempt to research everything (which I know will likely come back to haunt me for wasting research time) but keeping them "filed" away somewhere in XCOM is a fitting end to them. Apparently she doesn't give anything important or Lo Wo either.
Title: Re: Is "farming" cults worth doing?
Post by: Solarius Scorch on May 12, 2022, 06:05:48 pm
In my current campaign, I went to great lengths for capturing alive all of these special NPCs, Natasha included, all residing in this VIP Jail in one of my bases.
But I terminated Red Dawn already. What did I miss with not researching her as a captive? (I don't recall anything particular)

Nothing special, she only has fairly regular topics. Only her gun is special.
Title: Re: Is "farming" cults worth doing?
Post by: mg2k22 on May 13, 2022, 02:44:38 am
I think (without knowing the code) Cults do build more mansions the longer you let them live. And those mansions will improve over time, fielded or let's say fieldable personnel -wise. If you can handle them, they're good for score, training, bounty, but: you need to discover them, first, and existing mansions seem to behave like alien bases in the original game, giving you a negative score while they exist (best observable at the beginning of every month, when you start out in the negative; means some bad things are going on).
Title: Re: Is "farming" cults worth doing?
Post by: Rag on May 14, 2022, 03:08:30 am
I think (without knowing the code) Cults do build more mansions the longer you let them live. And those mansions will improve over time, fielded or let's say fieldable personnel -wise. If you can handle them, they're good for score, training, bounty, but: you need to discover them, first, and existing mansions seem to behave like alien bases in the original game, giving you a negative score while they exist (best observable at the beginning of every month, when you start out in the negative; means some bad things are going on).
Oh I thought those manors were just random events like the other missions, might have to radar check some areas then for safety incase missed a lot of those happening thanks.
Title: Re: Is "farming" cults worth doing?
Post by: tarkalak on May 14, 2022, 10:39:05 pm
In my current campaign, I went to great lengths for capturing alive all of these special NPCs, Natasha included, all residing in this VIP Jail in one of my bases.
But I terminated Red Dawn already. What did I miss with not researching her as a captive? (I don't recall anything particular)

They are one off characters so they cannot be campaign critical. At least most of the time. You can see what she unlocks by middle clicking on her research topic.
Title: Re: Is "farming" cults worth doing?
Post by: Rag on June 01, 2022, 01:57:14 am
Updated question regarding the farming of Red Dawn HQ. So far they are the only source of "Hybrids" I have found and checking the in-game research tree several of their "gives one for free" topics are tagged as essential for progression like those leading to Hybrid Operations. Is it worth keeping Red Dawn around purely to get more hybrids for those topics or will the game naturally use hybrids more before the research is needed?
Title: Re: Is "farming" cults worth doing?
Post by: mg2k22 on June 01, 2022, 02:15:38 am
RD HQ is quite farmable for financial reasons as far as I see, but the hybrid thing is a non-issue. Plenty of hybdrid prisoners right around the corner just after most cults are eradicated (I think, but am not sure, Exalt is the trigger for easy hybrid missions).
Title: Re: Is "farming" cults worth doing?
Post by: Rag on June 01, 2022, 02:57:29 am
RD HQ is quite farmable for financial reasons as far as I see, but the hybrid thing is a non-issue. Plenty of hybdrid prisoners right around the corner just after most cults are eradicated (I think, but am not sure, Exalt is the trigger for easy hybrid missions).

Ah thanks for clearing that up, I have been keeping Red Dawn around while I terminated Black Lotus (not before they set up a manor though I just found, so no rest from assassins yet...). Exalt still haven't given an Outpost yet so that delayed progression might be why I haven't been seeing more hybrid stuff yet.
Title: Re: Is "farming" cults worth doing?
Post by: mg2k22 on June 01, 2022, 03:04:33 am
Without wanting to spoil too mich, there will be hybrid acvtivities soon. I believe after you finished off Exalt or sometning. Think of small communities of hybrid farmers and villagers for you to murder because racist/purist human ego sees them as some kind of "danger" or disgrace. Plenty of opportunities to murder or imprison them, if that's real
y what your moral compas tells you is a right thing
Title: Re: Is "farming" cults worth doing?
Post by: Rag on June 01, 2022, 03:26:45 am
If that's really what your moral compas tells you is a right thing
We all know that XCOM morals are unquestionably beneficial for humanity. Our captives go to live on a farm and the buyers of our laser cannons use them for quarrying.
Title: Re: Is "farming" cults worth doing?
Post by: tarkalak on June 01, 2022, 10:42:30 am
We all know that XCOM morals are unquestionably beneficial for humanity. Our captives go to live on a farm and the buyers of our laser cannons use them for quarrying.

Yep, and we are definitely not selling those healthy Farmers who saw too much on the organ market. Uh, uh. No, no.
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on June 01, 2022, 06:27:07 pm
Have anyone tried to farm Cult Mansions? Unlike all other cult stuff (including HQs), mansions do not disappear when you evacuate. So in theory it is possible to assault a mansion, kill almost all cultists, optionally grab some valuable stuff, evacuate, and assault again after refueling! Lot of XP if you are lucky. Never tried this, so not 100% sure it is possible.
Title: Re: Is "farming" cults worth doing?
Post by: tarkalak on June 01, 2022, 08:35:17 pm
Have anyone tried to farm Cult Mansions? Unlike all other cult stuff (including HQs), mansions do not disappear when you evacuate. So in theory it is possible to assault a mansion, kill almost all cultists, optionally grab some valuable stuff, evacuate, and assault again after refueling! Lot of XP if you are lucky. Never tried this, so not 100% sure it is possible.

They surrender if all units on map have paniced/berserced at least once. Some units (tanks, though guys and the like) cannot surrender, but the rest will once the though boys are down. Unless mansions have some hidden functionality to block surrendering.

So in order to farm a Mansion you need to kill a few, but not that many and carry their stuff to the craft.

Feels like way more work than it is worth.
Title: Re: Is "farming" cults worth doing?
Post by: Rag on June 03, 2022, 04:24:26 am
So in order to farm a Mansion you need to kill a few, but not that many and carry their stuff to the craft.

Feels like way more work than it is worth.

I guess it depends if there are "high value" items, like if mansions have money briefcases / money bags (not done one yet to know) then carrying them out and evacuating could be worth it, but when doing HQ missions theres loads of small value loot which adds up but is a huge hassle to carry back if not finishing the mission.
Title: Re: Is "farming" cults worth doing?
Post by: tarkalak on June 03, 2022, 12:59:51 pm
I guess it depends if there are "high value" items, like if mansions have money briefcases / money bags (not done one yet to know) then carrying them out and evacuating could be worth it, but when doing HQ missions theres loads of small value loot which adds up but is a huge hassle to carry back if not finishing the mission.

I haven't done the new mansion, nor the old one, but I usually never get to see the inside of safehouses and outposts. Or even the Durathread factory. The cultists just run outside.
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on July 18, 2022, 06:23:57 pm
I actually tried to farm cult mansions. Not for loot, but for experience. It was very interesting endeavor. One of cult mansions popped up just next to my main base, so I decided to try this out.
The tactics is simple. Attack during night to minimize risk. Stay next to evacuation zone. Shoot everyone you see (after throwing some light sources) trying to involve every your agent. After CTRL+E shows empty screen evacuate. If you managed to kill around 10 cultist, then you will end up with a positive score (-100 for evacuation). Relatively safe routine. But occasionally an explosive will get throne in the middle of your agents and a stockpile, so be warned...
Title: Re: Is "farming" cults worth doing?
Post by: Rag on July 19, 2022, 06:11:46 am
I actually tried to farm cult mansions. Not for loot, but for experience. It was very interesting endeavor. One of cult mansions popped up just next to my main base, so I decided to try this out.
The tactics is simple. Attack during night to minimize risk. Stay next to evacuation zone. Shoot everyone you see (after throwing some light sources) trying to involve every your agent. After CTRL+E shows empty screen evacuate. If you managed to kill around 10 cultist, then you will end up with a positive score (-100 for evacuation). Relatively safe routine. But occasionally an explosive will get throne in the middle of your agents and a stockpile, so be warned...

I've never thought of doing alien base hit and run tactics for rookie training / stats / medal gains before.  I've always just thought of them as elerium / commander missions. Not sure when the bases replenish their interceptors but suppose you could also get some pilot training off those if you wanted.

As for exploding your Skyranger pile, this mod really, REALLY loves doing that, a lot of my reloads have been because they throw a grenade near the pile or other explosive thing decies to happen.
There was one mission I had when cybermites that explode on death dropped down onto my skyranger supply from above and my agent reaction fired it, that...took me some time to regain my composure.
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on July 31, 2022, 10:53:34 am
I can confirm: cult mansions really grow over time, but do that really slowly. This mansion next to my main base popped up around April. Now it is December and this mansion now has increased radius and spawns helicopters. (Do you know that each cult spawns it's own version of helicopters?) Earlier I was confident that only time a mansion spawns determines it's level.
Title: Re: Is "farming" cults worth doing?
Post by: Rag on August 04, 2022, 09:30:54 am
(Do you know that each cult spawns it's own version of helicopters?)

Considering I never even end up fighting them due to just being able to fly past and attack their base, that is quite funny to know. The cults really think their helicopters will stop your skyrangers...
Title: Re: Is "farming" cults worth doing?
Post by: Juku121 on August 04, 2022, 11:16:33 am
There is another tier of manor that has fighter jets that can actually catch up with Skyrangers/Skyraiders. Kitsune, not so much, which is why Kitsune is a giant wrench thrown into the otherwise relatively okay transport craft progression.

Cult manors grow both slowly and randomly, but there is an escalating monthly chance of getting higher-tier manors spawn right away. The longer you dawdle before killing off the cults, the tougher the manors get. I haven't seen a non-highest-tier manor in quite a while.

Manors also count as alien bases and eat 3-5 points of score per day. Not too bad, but a little painful if there are lots of them. Especially if you play with score-based income like I do. 8)
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on August 04, 2022, 11:32:42 am
Considering I never even end up fighting them due to just being able to fly past and attack their base, that is quite funny to know.
I also avoided them until I realized that training for pilots shooting down alien crafts is actually a thing. Shooting accuracy an reaction training are negligible, but bravery training is important. (You need 40 bravery for an agent to make that agent the best.)
Title: Re: Is "farming" cults worth doing?
Post by: Juku121 on August 04, 2022, 11:38:52 am
IMO, bravery is far, far easier to train with medical items.

You do get clear skies for a while and a tiny bit of score from killing manor aircraft.
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on August 05, 2022, 10:41:58 am
IMO, bravery is far, far easier to train with medical items.
This requires getting shot or healing downed enemy units. Both activities are situational and dangerous. I am not saying that bravery training from shooting sown enemy's craft is a game changer, but an option that should not be forgotten about.

You do get clear skies for a while and a tiny bit of score from killing manor aircraft.
Actually you will get clear skies anyway, even if you allow crafts to return to a manor. That is why many think it is useless to combat those crafts at all.
Title: Re: Is "farming" cults worth doing?
Post by: Juku121 on August 05, 2022, 11:52:37 am
Both activities are situational...
So is shooting down cult aircraft. And milk run missions tend to be more plentiful than manors. Once you have some Shadowbats to provide wounds and sufficient armour to largely ignore cultist weaponry, medical bravery training scales better than piloting.

A 10% chance to get +10 bravery per interception is comparable to a single wound healing during a mission. And if you're getting any healing done at all, you're likely doing it more than just once. I mean, it's a cute little bonus, but it's absolutely not worth going out of your way to get it.

You know what's the actual ultimate means of training bravery? Pepper Spray. Trains reactions as well, and stuns enemies in an AOE.

Actually you will get clear skies anyway, even if you allow crafts to return to a manor. That is why many think it is useless to combat those crafts at all.
True. :( I'd play around with huntMissionMaxFrequency if I were Solarius. 'Realism' is fine, but a feature that can be easily bypassed is pointless. Do note that fighter jets are pretty fast, so this trick doesn't apply to those as easily.
Title: Re: Is "farming" cults worth doing?
Post by: Vakrug on August 05, 2022, 08:26:11 pm
Once you have some Shadowbats to provide wounds...
Are those bats suppose to bite enemies or my own agents? In 1-st scenario I will run out of bats soon. In 2-nd scenario I will run out of agents.

A 10% chance to get +10 bravery per interception is comparable to a single wound healing during a mission. And if you're getting any healing done at all, you're likely doing it more than just once. I mean, it's a cute little bonus, but it's absolutely not worth going out of your way to get it.
I didn't know about percentage. And no, I am definitely not leaving cult mansions for bravery training through piloting. It is for overall training. And fun.

You know what's the actual ultimate means of training bravery? Pepper Spray.
Yes, I know and use it. But it is definitely not "ultimate". I actually had a suspicion about if it trains bravery at all...
Title: Re: Is "farming" cults worth doing?
Post by: Juku121 on August 05, 2022, 09:44:55 pm
Are those bats suppose to bite enemies or my own agents? In 1-st scenario I will run out of bats soon. In 2-nd scenario I will run out of agents.
Either works, but enemies are preferable. Bats are very good at melee evasion (and thus also CQC), so an isolated melee-only enemy is ideal. There's lots of cultists running around with clubs and baseball bats, plus monsters.

If you can disarm two non-surrendering enemies, you can torture them (and possibly others) to death at the end of a mission in the name of science bravery training. Bats are best there because of their wound/HP ratio. Not applicable in all missions, but still.

Anyway, if a bat bites everyone else (once you have sufficient armour) for minimal damage and a few days of bed rest, you can get a pretty much guaranteed +10 bravery per mission. If enemies line up for bat bites, all the better.

You can also use the same old 'sacrificial rookie' gameplay of old, except now it's against enemies weaker than you and the rookies get bitten, not blown up. ;D Requires one of the non-tiny transport craft, of course.

Yes, I know and use it. But it is definitely not "ultimate". I actually had a suspicion about if it trains bravery at all...
You're not using enough of it, then. And there is no better method for bravery that I know. Healing is riskier, as you yourself said. Piloting specifically for bravery is an exercise in frustration. Just shoot off a cloud of pepper sprey a few times per mission and the odds stack up. Or you can concentrate on training a specific soldier like with nothing else. Getting 3 or 11 sprays in mission after mission is much more viable than doing 3 (or 11) healings.


I am not saying all this is always viable or makes bravery training easy, but these tools are a lot better than trying to go through dozens of 10% lotteries for just one or two soldiers via piloting.