OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Delkatar on October 08, 2018, 07:41:01 pm

Title: X-Com Files feedback
Post by: Delkatar on October 08, 2018, 07:41:01 pm
Some thoughts after my second X-Com files campaign. The first was to get a feel for the mod and see what might work or not. The second - I hoped to finish it up, a Veteran game with some liberal saving and loading to explore the mod.

First the good impressions.

The atmosphere is simply awesome. The mod does give a sense of starting as a bunch of more or less civilian investigators stumbling in the dark and the suspense and feeling of exploration is great. A lot of the new equipment is neat, though I in my two games I found myself simply not using a great deal of it. I'm not sure if it was because of luck or not, however my agents were simply useless when I tried to field test most of it. That said, it's nice that usually the gear you get in this mod lasts for more than a few weeks without being made obsolete.

Now for some so-so items.

Weapon balance. Pistols rule early game and rifles, baring sniper ones... I'm not sure if it was the ranges I ended up fighting at during most of my missions however up until the first couple of months of the alien invasion I found myself carrying pistols, shotguns and snipers/hunting rifles. Sniper/regular rifles and that include the Black Ops ones simply didn't perform as expected. Damage wise, shots per turn and hit chance - almost always it was better to carry either magnum, shotguns/CAWS or sniper rifles. The same goes for SMGs - the way I see them the only time they would be useful would be in basically point blank range when auto fire could actually hit something multiple times, however at that range shotguns are better and with AP ammo they were more effective in medium to even longer range.

I've noticed that the enemy, especially Red Dawn suffered less from such issues, however that once again might have been luck and the volume of auto-fire sent my way.

Level design next. I do like the new levels, however... I found myself avoiding a lot of the maps once I've explored them once. Simply put, I found that sticking my agents in most built up map/jungle maps was a recipe for losing people for no good enough gain. They simply aren't places that I would willingly do missions without power armour and weapons that could one-shot most of the opposition. On the other hand, a few of the missions I tried in such maps were tense, with me feeling how my agents were being hunted all over the places. A notable memory is the first time I encountered those green dogs employed by the Cult of Dagon. I spent close to thirty turns crawling all over the map hoping that when one of those show my people would be able to take them out with reaction fire before the beastie could close and eat their faces. So very much mixed feelings.

Now, for what ended my campaign - the alien invasion came and I was ready - I got interceptors ready, managed to shoot down a few UFOs, got lucky in my first small lander and got live captures of soldiers, engineers and a navigator. Come next month, and cue a base attack on my primary base. Even save-scumming like a champion the best outcome I got was push the aliens to the hangars. I was hoping that I had it into the bag, when I actually found what was waiting for me in the first one - two cyberdiscs and five or six sectoids. Two turns in and my few remaining soldiers got shredded.

That's another thing range related - as it turned out when I completed the research that showed psi strength of my people, all but a handful got scores from zero to thirty something. That in turn forced me to face the base defense while bringing only a handful of heavy weapons because otherwise by people gleefully blew themselves and any friendlies around when they either panicked or got mind controlled.

And here comes another issue I'm torn on. The X-Com Files is a great long mod... and after investing a lot of my spare time over the last couple of weeks in in, I find myself unwiling to grind through it again. By the time this campaign ended - I had close to two hundred completed missions and a significant part of those were frankly tedious zombie and other alien lifeforms hunts that I used to train rookies. Even if I won that base defense, after loosing so many people I simply wouldn't have been willing to subject myself to the grind necessary to rebuild my troop roster if the enemy actually let me do it.

Is there any chance that we would get an option to recruit better soldiers after gaining each promotion for example? More expensive of course. That's something I liked about Firexis Enemy Unknown/Within - even if you fucked up late game, thanks to certain missions you could rebuilt your roster in a reasonable time.

By the way, how many soldiers do you expect someone to have by the time the second year is over? How many bases? Speaking about that - something else that comes to mind - mission distribution. A great deal of missions in my two games were centered in Eurasia with Africa coming close third. The Americas had a relative dry spell with the odd Exalt/alien lifeforms/Dagon Attack. I simply had no incentives of building more than couple of bases over the first two years - one in Europe and another in the US. Once I got the Dragonfly transport, the range and time to get to a target became non-issues with only two, perhaps three missions I couldn't reach from my starting bases; no incentive at all to built a third at that time. That's an issue for me because it was roughly at the second half of year two that I began to regularly hit HQ and high level cult compounds and ofter I lost a few people on those missions. Training replacements was simply more and more tedious even if I had a more or less solid roster of thirty plus people by that point.

How do you see losing and training people when the alien invasion approaches? Especially when just the bloody sectoids regularly one-shot people with allien alloy vest and shields.

Speaking about missions... I found myself basically ignoring the cover operations after experiencing one of each type. Once again I found them too dangerous for my agents for no real gain. As far as money was concerned, fighting cults, selling corpses, etc and building what I can for profit was more than enough to keep me in the green. While thinking about building things, did I miss something or is the durathreed not really useful beyond a moneymaker if you don't have anything better? I found the X-Com jumpsuits underwhelming and kept using the armours offering the best protection even if that meant my agents were overweight.

Now, Cults. I've seen around this forum claims that you should strive to remove at least one, possibly two before the first year... How the hell? I found the two HQ missions I did a pain in the ass with eight people delivered by Dragonfly - and thinking about it that would have been an incentive of building a logistics base with a hagar, living quarters and storage to base an Osprey in range of where certain HQs appears. That in fact was the reason why I had to skip the first two times the Red Dawn one popped up - my Osprey couldn't get to it, and it was a suicide trying it with five people. However, I did get the Dragonfly researched and available before I could get the money for a third base so it became a moot point.



Title: Re: X-Com Files feedback
Post by: Niewiem on October 08, 2018, 10:20:42 pm
Hi!

I can help you with some things as I am also playing similary to you :)
Quote
Now, Cults. I've seen around this forum claims that you should strive to remove at least one, possibly two before the first year... How the hell? I found the two HQ missions I did a pain in the ass with eight people delivered by Dragonfly - and thinking about it that would have been an incentive of building a logistics base with a hagar, living quarters and storage to base an Osprey in range of where certain HQs appears. That in fact was the reason why I had to skip the first two times the Red Dawn one popped up - my Osprey couldn't get to it, and it was a suicide trying it with five people. However, I did get the Dragonfly researched and available before I could get the money for a third base so it became a moot point.

Those were people who built base near spawn of HQ and sent mudranger with crew as far as i remember :) Dont try that at home ;)
I removed 3 of 4 basic cults by the end of second year(none at the end of first) and 4th was still there only because HQ did not want to spawn.

The basic merit of more bases is more scientists which provides you with better equipment when alliens appear(also more soldiers and better ranks - I think at the end of second year I had 4 bases with 16 soldiers in each). From what I remember all my troops used Cyber Armour when aliens struck - also I think I had skyraiders/skyrangers/skymarshals then. The best one of those three do not remember which one is that right now ;)

As for how you should replace your dead soldiers or lose less important ones for that matter use HWP and dogs - they are godsend as you can just produce/buy more! But basically as soon as you get sensible HWP you should send as many as you can in your ships. They make excellent scouts!

As for weapons - every single person that plays this mod has it`s favourites and say that rest is useless :P but it seems that every one says that about different weapons.
Miniguns are great for removing bigger number of enemies(great for those cult of apocalypse missions where there are millions of targets) :D
Sniper rifles dmg depends on accuracy of your guy so they are great in capable hands
And so on - I would suggest looking at Starving Poet Lets Play as he is literally testing every weapon he finds so you can learn a thing or two.

Hope this helps :)
But you were very unlucky to get sectoid base attack - anything nonpsionic would be easier - I only got a lot of Syndicate attacks, floaters and mutons to attack me so it was much easier...
Title: Re: X-Com Files feedback
Post by: Delkatar on October 08, 2018, 11:36:12 pm
It might have been a good idea to have another base or two, for more soldiers if nothing else, however the roughly thirty people I had, they were simply sufficient to get the job done, especially considering that most missions I got were close to my base in Europe. Before I got the Dragnofly, I usually had a pair of rookies with three more experienced people in a humvee - bringing more green guys was a recipe to get everyone killed if something went wrong or there were more enemies spawned close to the vehicle.

Research - more scientists might have been usefull... if not for the fact that before Promotion II and III respectively I had everything useful available already researched and simply getting weapons I had no real intention of using because I already had better alternatives. In part that's because of the luck with mission spawining - it was about a shortly before the alien invasion began when I finally managed to capture a leader of the Ninja Cult and I had just gotten the first few of the cyber missions and researching stuff from there. Exalt - due to low number of missions and unlucky spawning of enemies, I think i was still on the second tier of safe houses with them and had no luck of getting close to the officers I needed to capture.

So the need of more than two bases fully decked with scientists - bio lab, intelligence center, science lab and the HQ in my starting one, those were more than enough to be be on the ball with what I actually had to reseach. Now that I know what to concentrate on, with similar setup I would get better results.

As far as armour goes, I had to initially face the aliens with armoured vests and just got enough alloy ones for two teams before the last few missions leading to the base assault that ended the campaing. I'll might load one of the saves I have from before the invasion began and after raiding a landed UFO or two to get a few captives and for interrogation and research, ignore them and keep my planes only as escorts for the transports until I got better gear.

As far as HWPs go - it was a trade off between bringing more people to a mission to gain experience and risking their lives so basically I ignored them. The first I really got was a scout one an it valiantly opened an elevator door so I could RPG a cyberdisc.

The same goes for the dogs. Ironically, I remember using them a lot in when I played the mod pack that this is built upon, however then you started with the Skyranger and I could afford to bring expendable units that didn't earn experience. With a Degonfly - a handful of veterans to do the killing, some rookies with P-90 to train and there simply wasn't enough space for drones.

What do I need for cyberarmour? More missions and salvage for the cyber ark I presume? By the time the invasion happened, I only had two, perhaps three of them and the first was before I had alien containment built so capturing the scientist got me a body for my troubles - three veterans in the hospital.
Title: Re: X-Com Files feedback
Post by: Niewiem on October 08, 2018, 11:44:20 pm
For cyber armour you need:
Tactical Neural Impant for this you need cyberweb and magma missions
Personal Armour - dont remember what you need for this one :(
Durathread (this one you have)
Title: Re: X-Com Files feedback
Post by: Delkatar on October 08, 2018, 11:46:48 pm
I do have durathreed, I think I had the implant researched, however personal armour - I presume you don't mean the green armoured vest/shield combo?

EDIT: Yeah, I do have the implant, no idea what I need to capture for a personal armour. I did reload a save a few months back and by basically letting the aliens do what they want avoided a base assault The downside is that it was before I got the mission that finally allowed me to capture that floating officer of the Ninja Cult and that particular mission didn't spawn this time. Instead I got an Exalt one that started with my transport surrounded and had to abort or get everyone grenaded to death on turn two.

On the bright side I just got an improved skyranger build with another on the way along with a few dogs and scout drones. TWPs however - I manufactured two, have over fifty shells however I don't get the option to load them on transport - neither dragonfly nor improved skyranger that should be able to hold at least three according to the description. What am I missing?
Title: Re: X-Com Files feedback
Post by: Niewiem on October 09, 2018, 03:34:16 pm
They are usable as armors for basic AI unit
Title: Re: X-Com Files feedback
Post by: tkzv on October 09, 2018, 04:03:17 pm
I've noticed that the enemy, especially Red Dawn suffered less from such issues, however that once again might have been luck and the volume of auto-fire sent my way.
I tried Nitro Express and it felt useless. Too slow rate of fire, can't use shield. Then I faced Red Dawn Coordinators, who one-shot me through shields :) Guess, some weapons work best when you outnumber the enemy.

A notable memory is the first time I encountered those green dogs employed by the Cult of Dagon. I spent close to thirty turns crawling all over the map hoping that when one of those show my people would be able to take them out with reaction fire before the beastie could close and eat their faces.
What weapon did you have? I normally have Desert Eagles or Magnums at this point and gill dogs are bearable.

That's another thing range related - as it turned out when I completed the research that showed psi strength of my people, all but a handful got scores from zero to thirty something. That in turn forced me to face the base defense while bringing only a handful of heavy weapons because otherwise by people gleefully blew themselves and any friendlies around when they either panicked or got mind controlled.
It feels sad every time I fire them, but low psionic agents are best sacked as early as possible.  Gives you more time to train replacement. In some earlier versions there was a period when every Sectoid  UFO had psionic enemies (or it was just luck). It's not hard to get psionic screening by early 1998, if you have enough researchers.

And here comes another issue I'm torn on. The X-Com Files is a great long mod... and after investing a lot of my spare time over the last couple of weeks in in, I find myself unwiling to grind through it again. By the time this campaign ended - I had close to two hundred completed missions and a significant part of those were frankly tedious zombie and other alien lifeforms hunts that I used to train rookies. Even if I won that base defense, after loosing so many people I simply wouldn't have been willing to subject myself to the grind necessary to rebuild my troop roster if the enemy actually let me do it.
The thing I loved about this mod is the gym. While some missions do allow to raise a stat by 4-6, about half of growth is given by the gym. Maxing stats only takes several months.


By the way, how many soldiers do you expect someone to have by the time the second year is over? How many bases?
I try to get 6 bases with at least radars. With the limits on the number of labs -- 1 of each kind per base -- you'll need many bases to research fast. Up to 6 Skymarshals and Thunderstorms -- or as many as I can afford. Many missions can still be done with weaker craft, thus I don't bother with intermediate models unless absolutely necessary. I never filled Skymarshalls -- that many agents make a good target and take a few turns to disperse. So, it's usually something like 3 developed bases in the North hemisphere -- 2-3 hangars, stores, living quarters, gym, pens-prison-containment, intelligence center, biolab, laboratory, workshop, radar, 10-15 agents -- and 3 underdeveloped ones with a subset of the former list.

Speaking about missions... I found myself basically ignoring the cover operations after experiencing one of each type. Once again I found them too dangerous for my agents for no real gain. As far as money was concerned, fighting cults, selling corpses, etc and building what I can for profit was more than enough to keep me in the green.
I liked Black Lotus Party. Assassins' camouflage doesn't work in close quarters. The only mission where capturing them is reasonably easy.

While thinking about building things, did I miss something or is the durathreed not really useful beyond a moneymaker if you don't have anything better? I found the X-Com jumpsuits underwhelming and kept using the armours offering the best protection even if that meant my agents were overweight.
You need durathread manufacturing to unlock alien alloy research and cyberweb.

Now, Cults. I've seen around this forum claims that you should strive to remove at least one, possibly two before the first year... How the hell? I found the two HQ missions I did a pain in the ass with eight people delivered by Dragonfly - and thinking about it that would have been an incentive of building a logistics base with a hagar, living quarters and storage to base an Osprey in range of where certain HQs appears. That in fact was the reason why I had to skip the first two times the Red Dawn one popped up - my Osprey couldn't get to it, and it was a suicide trying it with five people. However, I did get the Dragonfly researched and available before I could get the money for a third base so it became a moot point.
I did all 4 with a van on beginner level :) With a lot of reloading.

Dagon and EXALT HQs give a lot of places to hide, making them easiest. Stay out of sight and shoot everybody, who can reveal you to psionics. Black Lotus has long wide corridors, open halls and invisible ninjas. It's enough to just grab the statue and run. Red Dawn is similar, but you start as sitting ducks on an open plain. Smoke grenades and fire extinguishers can help. Again, you only need one card.

I do have durathreed, I think I had the implant researched, however personal armour - I presume you don't mean the green armoured vest/shield combo?
"Personal armour" is the 1st armour out of alien alloys in the original game. Alien alloy research is split into several stages here and personal armour is unlocked fairly late. If you can make Skyranger and better, you can research personal armour. But if I remember corectly, cyber armour is better, if more expensive.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 09, 2018, 06:10:11 pm
So not the tritinium vest or however it's spelled? I do have the implant and I'm building  more of those to outfit everyone.

Good to know about the HWP's being armours for the basic AI units. I'll give them a test run tonight.

I haven't really tested the Nitro Express. By the time I got it I had better options.

For that mission with the Dagon dogs - I had Black Ops shotguns, magnums, I'm not sure if I had CAWS already or not. It was a Dagon attack mission on a very built up map little in the way of clear lines of fire and a great amount of places where the dogs could jump around the corner or out of a building and eat a few people before they could react. If hit, they usually did get down in couple of shots from my veterans. Either that or someone missed and got their faces eaten.

To do that I would have to practically fire all by two or thee people senior agent and above which will cripple my roster.

I'm keeping apace with reasearch by only using two bases decked with everything science related I have so far. That might be due to the range again - Exalt and the Lotus cult I have the damnest time getting missions to spawn in the first place. It's rarer that I don't have to abort due to enemies surrounding my transport or having to kill the officers I need to capture or lose experienced people. I'm currently building up a third base, however at this rate I'll be turning it into manufacturing hub... and that was by concentrating all scientists on a single project until last night when I read that it would be better if I spread them out and it seems to be working. If I had done that earlier I would have run out of things to research a few times already.

The gym does help... if the rookies live long enough to get trained. Between injuries and missions, I still have a few people who I got at the start of the game who haven't completed their training yet. I did run dual gyms in my two bases for a time while until I got ten people trained apiece and then scrapped one. However between mission stat increase its hard to judge how much that training helped. The people who completed it all have between thirty to sixty kills and a lot of missions under their belts already.

I've been running between thirty to forty agents until the allien invasion began and those have been more than adequate to go to all missions I could want to. It wasn't so in the early game but by the time I had my second base operational and few humvees and vans it was a done deal. The moment I got a Dragonfly operational I simply didn't need any other transports in range, especially considering that I'm not touching undercover missions with a ten foot pole. Without armour my agents have the distressing tendency to be one-shotted in those. Simply not enough gain for the risk.

At this rate I would probably have power armour and plasma weapons or at least lasers for everyone by the time I'm able to capture who I need to get the Exalt and Lotus HQ's.

As far as the other two missions went, I didn't know you only needed to retreive the objective and then could abort and ended up fighting until almost all enemies were dead and the rest surrendered. Snipers MLG shined in the two HQ missions I got to do.

Ironically, the durathread factory I did early with only five people - good placing of the enemies, magnums and snipers saw me through until the officers were dead an the rest surrendered. I did a second one too, which went to mixed results even if I dropped a Dragonfly with a crack veteran unit on their heads.

Where the enemy starts positioned can make or break a mission no matter what equipment and people I bring.


Title: Re: X-Com Files feedback
Post by: tkzv on October 09, 2018, 09:31:43 pm
So not the tritinium vest or however it's spelled?
The shiny vest comes a bit earlier. Checked the armors*.rul file -- the vest has better front protection, especially with the shield. Xenonauts' vest is:
    frontArmor: 28
    sideArmor: 12
    rearArmor: 16/
    underArmor: 12
Alloy vest is:
    frontArmor: 44
    sideArmor: 20
    rearArmor: 26
    underArmor: 15
Alloy vest with shield is:
    frontArmor: 54
    sideArmor: 20
    rearArmor: 26
    underArmor: 15
Personal armour:
    frontArmor: 32
    sideArmor: 28
    rearArmor: 24
    underArmor: 24
Cyber armour:
    frontArmor: 48
    sideArmor: 42
    rearArmor: 36
    underArmor: 36
I haven't really tested the Nitro Express. By the time I got it I had better options.
I gave it as an example that some weapons may require change of tactics. Which may not be worth it.

It was a Dagon attack mission on a very built up map
Ouch. The first time I got it, no civilians survived.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 09, 2018, 10:16:58 pm
When comparing armours, do not forget to also check the resistances. ;)
Title: Re: X-Com Files feedback
Post by: tkzv on October 09, 2018, 11:27:41 pm
When comparing armours, do not forget to also check the resistances. ;)
My bad :) I'm so disinclined to enter this maze, I keep forgetting it exists. In the same order:
Code: [Select]
0 None                 1.0   1.0   1.0   1.0    1.0
 1 Kinetic              0.7   0.8   0.8   1.0    1.0
 2 Inc                  1.2   1.0   1.0   0.8    0.8
 3 HE                   1.0   1.0   1.0   0.85   0.85
 4 Laser                1.0   0.8   0.8   0.8    0.7
 5 Plasma               1.0   1.0   1.0   0.65   0.8
 6 Stun                 0.9   0.9   0.9   0.9    0.9
 7 Melee                1.0   1.0   1.0   0.7    0.7
 8 Chemical             1.0   1.0   1.0   1.0    1.0
 9 Smoke                1.0   1.0   1.0   1.0    1.0
10 EMP                  0.0   0.0   0.0   0.0    0.3
11 Electric             1.0   0.8   0.8   0.6    0.6
12 Psi                  1.0   1.0   1.0   1.0    1.0
13 Warp                 1.0   1.0   1.0   1.0    1.0
14 E-115                0.0   0.0   0.0   0.0    0.0
------------------------------------------------------
melee dodge reactions   0.15  0.2   0.25  0.3    0.1
tu                     -5    -5    -5     0      0
stamina                -5    -5   -10     0      0
reactions              -5    -5    -5     0    +10
Did I get the order right? What's the difference between "EMP" and "EMP Weapons"? "Electro-Shock Weapons" and "Electric"? Are there any warp weapons in this mod? — No, corrected with the list from next post.

Cyber Armour makes agents vulnerable to EMP. Personal Armour offers best protection against chemicals, including acid. Which is odd, since Cyber covers more body against plasma. Compared to alloy vest, Personal better resists electroshock, psi, acid, cutting incendiary, explosive, plasma, melee and electric. Extra melee resistance doesn't beat the shield, but it'll help for strikes from rear or sides.

Also, Personal doesn't hamper stats, unlike vests, and has highest dodge bonus. Cyber is still better for reaction shots.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 10, 2018, 12:16:14 am
To be honest I don't understand your list, it's positively alien to me... Let me list the resistances in order:

Code: [Select]
0 None
1 Kinetic
2 Inc
3 HE
4 Laser
5 Plasma
6 Stun
7 Melee
8 Chemical
9 Smoke
10 EMP
11 Electric
12 Psi
13 Warp
14 E-115

There is no difference between "EMP" and "EMP Weapons", as well as between "Electric" and "Electro-Shock Weapons" - the first refers to damage type, and the second to item category (based on damage type).

You are correct in that the Cyber Armour is somewhat vulnerable to EMP damage, as the very point of EMP is to damage electronics (so it's harmless against non-electronic targets). But the Personal Armour is not as good against Chemicals as the Cyber Armour, since they have the same resistance (100%) but the Cyber Armour has greater basic armour values.

And yes, the stat bonuses, dodge, weight, night vision and other such properties are also very important.
Title: Re: X-Com Files feedback
Post by: Barth Gimble on October 10, 2018, 12:23:41 pm
Reading your impressions is interesting, as I'm probably in a similar category of player. I discovered the X-Com Files a few months ago, and have been playing heavily since. I've been playing on "Experienced" difficulty, and am on my third try after abandoning my first two plays due to various deficiencies in approach as I was learning the ropes. I feel my current game is going quite well, so maybe I've figured a few things out finally.

I mostly agree with your impressions of weapon usefulness. My agents usually stick with magnum pistols, shotguns, and stun rods, at least until aliens start their invasion proper. Some of the rifles then become more useful, such as laser and chemical/toxic varieties. Tritanium ammo in smart magnums keeps pistols highly useful and relevant quite far into game, and agents with high marksmanship can use them at pretty good ranges. I don't think I've even used ten percent of all the varieties of weapons found in the game. Most of them don't seem useful to me, and most of them are virtually indistinguishable.

Looking over your comments as a whole, my general deduction and friendly advice is that you need to do a lot more missions-- and on those missions, you need to capture more enemies alive. Missions generate research topics, and apart from developing some combat tactics that work for you research is the most fundamentally important part of this game. Your comments that you feel you're caught up on research tell me you probably aren't really aware of the vast scope of things to be investigated. This is why I say you need to do a lot more missions-- if you've succeeded in researching all the topics available to you, then the problem is that you're missing all kinds of stuff. For example, you should have had cyber armor in ample quantities (it takes a long time to produce) before the aliens started arriving en masse.

I've made research my top priority in my current game, which as I said is going fairly well. My game is currently in August of 1999, I have 130 scientists on the payroll, and I'm not at all nor have I at any point been in a position I'd describe as "caught up" on research. There are hundreds and hundreds of topics to research, all of which contribute directly to your warfighting capability. Also, a lot of interesting topics only become available by researching multiple instances of particular enemies.

I'm not in a position to say whether the way I'm playing is a good way to play, I can only say it seems to be working well for me. I've got seven bases, with over 100 agents in the field doing every mission which comes up and which I can get to in time. Two of these bases are mostly air bases, housing multiple fighter craft for shooting down ufos. Two others are mostly logistical or storage centers: one a warehouse for alien tech, the other a warehouse for everything of earthly origin.

This means I have 3 bases from which almost all operations are launched. The first base houses all the rookies. These folks only go on missions related to monsters, because most monsters don't shoot back. Rookies stay in this base, going on missions and training in the gym, until they get a "training complete" sign-off meaning they've maxed their stats as much as possible through training in the gym. About half my roster is in this base right now. After the 100th time hunting down beetles or rats or zombies, these missions frankly grow kind of tedious-- but it's vital to keep on doing them, as often as possible, because this is where the agent development occurs that allows you to face the bigger challenges of the game.

The second mission-responding base I call the Criminal Investigative Division. Agents at this base only fight cults, gangs, or terrestial paramilitary groups. During this process, they continue to gain competence with combat-gained stat increases. I still have these people using Tritanium vests, and they're getting along just fine against the kinds of enemies they routinely face.

Only once agents are at or near the actual stat caps ("super agents" as some might call them) do they move on to postings at the other five bases. This could be guard duty or fighter pilot duty at the airbases or logistical centers. Or, they could get stationed at what I'm calling the Alien Research Division-- in other words, the soldiers who fight aliens or Dimension X foes. That is the sole purpose of the third "fighting" base I have.

The point is, this is a logical way to organize soldier development. At each stage, agents are only fighting enemies whom they are capable of overcoming at that time. Only the toughest and most capable are fighting aliens, and this system seems to work well in producing a steady flow of such soldiers. Also, agents stationed at any base except for the rookie base are all in psionic training.

Furthermore, this system has the virtue of simplicity from a player's perspective. If a certain kind of mission appears, any soldier at the base responsible for handling those kinds of missions can respond. There's no need to spend time considering who is assigned to various crafts operating out of that base.

At the present time in my current game (August 1999), I'm mainly fighting aliens and the Syndicate. It's been quite some time ago that I finished off the main cults (not counting Cult of Apocalypse) and got rid of most of the monsters (not counting high-level zombie bosses, who continue to generate missions).

About the catastrophic loss of your base during alien retaliation, some would surely disagree but I would say in a case like this, just use debug mode and give yourself a win in that battle. It's not a competitive game-- the only objectives are to have fun, and hone your skills. X-Com Files is a very big game, and one shouldn't feel any scruples over occasionally giving onself a helping hand to continue getting a return (in fun) on all the time invested in playing.

Also as tkzv noted, though it's sometimes painful or sad, get rid of those low psi-resistant people as soon as you find out about them. They're a menace to themselves and the rest of your people, so they just have to go back to catching bank robbers or whatever else they were doing before.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 10, 2018, 03:45:37 pm
I've tried interrogating types of enemies multiple times and the only thing I got of that was amusing but ultimately useless trivia so I gave up and have been selling the once researched types for the longest time. As I mentioned, mission wise I've been able to respond at almost everything I'm actually willing to stick my people at for a long time now. And going to more missions - that's a bloody issue because after two hundred of them I find myself as a player ready to start ignoring a lot of the tedious ones. If that's what it takes to keep progressing, especially with the less experienced people I might simply drop the mod and finally try piratez and concentrate on the WH40K one more.

This is a game after all and it's an issue when a significant chunk of the missions are simply not fun to play you know. Hell, that includes the various terror variants. In any build up map I find it prudent to bunker down at the transport, ignore dying civilians, kill every enemy that approaches and only go hunt down the rest when there're couple left. That's the one way to reliably keep my people alive in the build up maps, it works but its not fun to actually do.

It's regrettable that otherwise such a fun and innovative mod has a lot of its missions turn into a tedious chore.

On a related note, so far I've found the various assaults on cult compounds the most fun and dynamic to play at least as long as I don't have to abort in the first couple of turns due to starting surrounded and in an ideal position to get the whole unit either shot to pieces or grenaded to death.

As far as having a whole rookie base for alien life-forms/earlier zombie missions, I did try that with my second base and soon found out that if I didn't have at least half the team made of veterans I often had to either abort or lose people when more than a handful of enemies spawned near the transport. In my experience, it best worked when I had three veterans/two rookies in a humvee, doing my best to feed shots to the latter or four/four split in the Dragonfly. Needless to say, while it works, especially if there are a lot of zombies on such a mission, it's so bloody tedious that I simply began ignoring such missions for a few months on at least two occassions because I was bloody sick of them.

That at least in my mind is a balance issue. Fun and time you spend grinding should be addressed I recon. That's why I asked if there eventually might be an option to outright buy better soldiers after each promotion. For an example - you get the standard ones at the begining of the game with better and better ones after each time X-COM gets promoted to reflect that you receive access to better recruiting pool of people.

After loading a save from a few months back and avoiding that base defense I could say for sure that I won't be willing to invest time grinding through the first two years from scratch. There are simply too many tedious missions required and my free time would be better spent doing something actually enjoyable which is a pity because otherwise the mod is awesome.
Title: Re: X-Com Files feedback
Post by: Niewiem on October 10, 2018, 03:56:08 pm
There was an idea on discord to maybe be able to recruit something similar to syndicate super soldiers - maybe that could be way to do it?
Or make a switch that after some research/event range of values for soldier abilities are different (but I do not know if it is possible in engine)
Title: Re: X-Com Files feedback
Post by: Delkatar on October 10, 2018, 04:35:04 pm
I would love something like that and it would certainly significantly decrease the amount of save loading when I don't pay attention and get someone killed for no good reason. In my mind, unless you're one of the best players, you should be losing people in any mission with serious opposition unless you have a significant tech advantage armour wise compared to the enemy's weapons. However, at the same time replenishing your losses should be less tedious. One of the things I like about X-Com is that you can and often do lose people. What I don't like, at least in the original and most mods for it is how tedious often is training them. That was one of the features I loved about Enemy Unknown/Within - decent ranked soldiers as mission rewards that made losses and long recovery times in the Long War case much easier to bear even when I othewise had a long and diverse roster.

Frankly now that I think about it, this is actually my biggest gripe with the mod - how many tedious missions there are and even when they're not longer vital money wise you need to do them to train rookies and I'm at the point I really want to skip a lot of them.

As far as research goes, there might be more topics for it from undercover, especially Osiron ones, however I'm not willing to get people killed without decent armour for dubious gain. As far as that particular faction goes, I'll simply wait for the freighter mission to spawn again and hope it will be enough to progress with them. Once I got a lucky spawns with Lotus/Exalt and manage to capture the officers I need to unlock their HQ and hopefully something that's not already obsolete, I would have more things to research. A part of it is luck again - there were a lot of weapons that would have been useful if I got them earlier not only as initial research but requisition to have a reliable source of ammo. In this playthrough due to being stuck unable to capture Exalt/Lotus officers I was able to catch up with research twice and now that I'm basically ignoring the alliens after the two initial landings when I got lucky to get a bunch of captures, I'm close to caught for research.

That said, last time I payed I did get a nice cyberweb mission with two live captures and hopefully some new toys. At the same time I got a mission to strike at a cyborg factory I'll be doing next time I play and there should be some nice goodies in there.

I've seen at least one more person complain about the rate at which missions spawn, however in his case I think it was Dagon or Lotus that were mostly dry. In mine it's Exalt I'm not seeing much off and until recently I had to skip a lot of their missions I actually got due to spawning in a death trap. I had similar experienced with the Lotus ones - more missions, however unless the map is quite open the risk of ninjas sneaking to my people and murdering a couple before I knew they were there was too great. Now that I have large transports and can afford to bring dogs/scout drones/tanks without compromising the firepower of my away team, I could enjoy a lot more tactical flexibility and go for officer captures without too great I risk I recon.

Another note on research - splitting my scientists so each base was working on two or three projects at the same time feels like things wen't much faster than when I concentrated everyone on a single project. If I've been doing that from the start I might have been able to handle even more relevant research with just the two bases I had operational until recently, though that is just a gut feeling and I might be mistaken.

On another note about research - now that I'm actually familiar with what does what in the early game, even more research topics won't be too big an issue because I would remember the most important items to focus on and what I could delay depending on the circumstances and available resources. If I was willing to start this mod from the start, which I'm simply not. Once again, too many missions that are not fun yet practically mandatory to actually train my people.

I hope that Solaris will be able to do something about this in later versions of the mod. Just my feelings on the matter.
Title: Re: X-Com Files feedback
Post by: Niewiem on October 10, 2018, 05:29:12 pm
The spawning of missions is random - there is really not much that can be done about that. I was the one who got dagon really late :)
Title: Re: X-Com Files feedback
Post by: Barth Gimble on October 10, 2018, 10:06:39 pm
Sounds like maybe you're stuck in a similar situation to my first try of the game, a playthrough which I abandoned. I likewise hadn't been making good progress on research, and when aliens showed up I saw at once I simply wasn't going to be able to deal with them. Since revising my general strategy to make research my top priority, however, I feel pretty good about how I'm doing in my current game.

On the other issue, X-Com games of any kind that I've played really are all about the grinding experience. X-Com Files is no different, and certainly no worse, in that regard. Though it was years ago, not counting X-Com Files my experience was playing the original X-Com, TFTD, and Apocalypse. Despite devoting quite a lot of time to them, I never finished any of those games, because I eventually got bored and frustrated with the perpetual repetitive grinding of which most of the gameplay consists.

X-Com Files has the consolations of very good, intriuging, and multifaceted plots and themes which continue to fascinate me and make me want to continue playing-- so I can find out what will happen next in the story, rather than because I'm particularly interested in constantly exploring slightly different ways to kill the ten-thousandth enemy. This in my mind is the great achievement of the mod. It wouldn't be an X-Com game without the general style of gameplay, but the mod offers so much more as well to prevent degeneration into a mindless pixel-pushing experience.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 11, 2018, 12:34:24 am
That's just the thing - without getting luckier with certain missions or knowing that I had to repeatedly interrogate the same type of enemy, I'm almost caught up on available research minus certain older weapons that I've been using as padding when there was nothing useful for my labs to work on and that state of affairs happened already two times just before promotions II and III. Perhaps feedback in a report/dossier that interrogating the same type of captives again and again gives new research topics to work on? The few times I tried all I got was amusing comments from the staff - something to consider going for once everything else is researched for the time being and only if said captives won't serve better sold?

My two primary issues at this time is lack of better armour - aliens tend to one-shot people with the alloy vests/shield combo and I would need to spend a lot of time rebuilding my roster with psionically powerful people. The only silver lining is that once I have Exalt/Lotus missions next I can actually afford to throw my veterans into the fray and spend them to get the captives I need without caring even if most people that go on those missions come back in bodybags. Then the lucky survivors could be relegated as snipers, which should mitigate the effects of enemy psionics by keeping them as far away from the aliens as possible.

Any idea what exactly unlocks the personal armour so I can finally get few cybersuits? Is it something I get through the alloy research or do I need to capture and interrogate someone in the cults? I do have the implants not only researched but a few built, duarhreed manufacturing, the alloy vest and have either already researched or currently researching everything made available by studying the allien alloys - said vest, the shrapnel bomb, blades, etc.
Title: Re: X-Com Files feedback
Post by: Barth Gimble on October 11, 2018, 09:00:45 am
The cyber armor seems pretty good to me, not something I've really seen my people get one-shotted much while wearing while fighting sectoids and snakemen (which means it's also great against human enemies). The personal armor isn't bad either, for this stage of the game. I think your trouble is likely that you're far off from personal armor, since once you get that cyber armor should follow quickly.

To get personal armor, you need:

Precise Alloy shaping, Jumpsuit, Bio-Exo Suit, and Alien Power Systems.

From what you've described, you could have a problem because Precise Alloy shaping requires an alien alloy welder to unlock, and this is exactly the sort of item randomly found in many of the Osiron missions you said you passed on. The other two prerequisites are alien power systems and alien alloys engineering. Have you already gotten alien engineering? It's a prerequisite of alien alloys engineering, and it mostly comes from capturing Exalt and Black Lotus bosses-- exactly the two cults you haven't tackled yet.

While in general player dependence on knowledge gained during previous plays is a pretty bad thing, in a game as profoundly complex as this, there's really no way around it. I certainly empathize with the trouble of not knowing what needs to be done in order to progress with research-- as I said, I abandoned my first playthrough, in which I had quite a few hours invested, for exactly the same reason.

Really, with what you've got in your game, I would recommend the same advice as I gave for that lost base situation. The next few times an Osiron mission or a Black Lotus mission comes up, instead of thinking what a hassle it may be to play them out, just go there and use debug mode to capture everyone on the first turn so you can be done with it. You need the tech to salvage your game at this point, if you haven't the leisure of restarting as I did. Playing the game should be fun, not a chore, so if you need a few freebies here and there to stay motivated-- it's your game, make the most of it.  ;)
Title: Re: X-Com Files feedback
Post by: Delkatar on October 11, 2018, 03:57:10 pm
Well, the next time Exalt/Lotus spawns I'm dropping a Skymarshall chock-full with veterans on their vests, with a few dogs and tanks. I'll probably sell one interceptor for the five man covert vehicle for when Osiorn covert mission spawns too. Meanwhile I'll hopefully have something worthwhile to research from the Cyberweb mission I just finished during my last game session and I do have a cyborg factory ready for assault next game.

As far as alien engineering goes, the only thing in that vein I had was a sectoid engineer that I got alive during my first successful landed mission - that one in fact lulled me in a false sense of security because I got out of there with five alive captives and only two dead rookies I used as scouts. On the alien missions that followed, things went downhill in a major way.

We'll see what it will take to unlock the precise alloy research.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 11, 2018, 07:18:53 pm
Oops, I never said thank you for your feedback, Delkatar. Sorry about that, feedback is crucial.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 11, 2018, 09:41:59 pm
You're welcome! Those are just my impressions. Some of the root issues probably are due to luck and engine limitations. I could have gone for more bases earlier however considering that I was caught up on the vital research which I had available I didn't see the point. Later, when I had the spare money the alien invasion was a few months out and I concentrated on scrapping everything but two Dragonflies and getting the best interceptors and weapons for them that money could buy only to get unpleasantly surprised by the weapon restriction. Still, those early planes, the MiG-31 and the first Interceptor were perfectly able to kill everything I sent them after, which as it turned out later was counter-productive when those Sectoids came to visit one of my bases and managed to tear apart, largely through mind control and insane reaction shots basically all non-wounded soldiers I had.

Keep the great work!

By the way, will you put a prompt in one of the next versions that interrogating the same types of enemies multiple times could net something more important than amusing stories from the base personnel? If I was aware of that, it might have changed the playghtrough dynamic more than a year back and led me to some different conclusions of what was a good idea to do/build, including a secondary base or two to house captives awaiting interrogation. There were a few months I got a lot of cult missions back to back with a significant number of captured Dagon and Red Dawn personnel, including all kinds of officers that I ended up selling because I saw no other use of them once their type was interrogated once.

Don't get me wrong - there was a period that I was interrogating low level captives while everything I had available for research was weapons and weapon requisition of stuff that I deemed obsolete, that was shortly before Promotion III while I was building up my forces for the Alien invasion and I did it solely for the amusing blurbs which by itself were worth it at that point compared to what I could get by selling those captives.



Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 11, 2018, 10:41:17 pm
Nah, I'm not going to ad this much handholding. :) It's a mystery mod after all. And interrogating people should be within the player's interest anyway.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 12, 2018, 12:50:05 am
Yeah, interrogating them once. After that it's entirely possible for a player not to think of interrogating the same type of captive again. The first time I did it was actually by accident and after all I got was an amusing blurb from the staff I discarded doing so again unless I had captives available and nothing else useful to research. I'm I the only one who did the same before?
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 12, 2018, 04:28:41 am
To be absolutely honest, yes: I have no idea why one would arrive at such a conclusion. Even in vanilla it was not like this, as you could interrogate most alien ranks repeatedly.
Oh well, everyone is different. :)
Title: Re: X-Com Files feedback
Post by: Delkatar on October 12, 2018, 05:34:32 am
I played very little vanila before finding openxcom and mods. Most of my X-Com experience has been with Enemy Within with the Long War mod. Needing to interrogate the same type of captive multiple times is a new for me and compared to every other type of research is counter-intuitive. If I got a new type of research unlocked the few times I did it I might have thought of doing it repeatedly. As I didn't I believed that it was just a nice flavour feature of X-Com Files. To add to that, the other mods I've tried - FMP which I played for some time a few years ago and more recently the WH40K one, in neither of them it occurred to me to interrogate the same time of captives multiple times.
Title: Re: X-Com Files feedback
Post by: tkzv on October 12, 2018, 03:21:55 pm
I played very little vanila before finding openxcom and mods. Most of my X-Com experience has been with Enemy Within with the Long War mod. Needing to interrogate the same type of captive multiple times is a new for me and compared to every other type of research is counter-intuitive. If I got a new type of research unlocked the few times I did it I might have thought of doing it repeatedly. As I didn't I believed that it was just a nice flavour feature of X-Com Files. To add to that, the other mods I've tried - FMP which I played for some time a few years ago and more recently the WH40K one, in neither of them it occurred to me to interrogate the same time of captives multiple times.
Vanilla allows to study each species-rank combination at least once. (Makes perfect sense to me.) If there's more to learn from a particular combination, they remain available, the biggest example being medics. As far as I know, megamods behave this way too.

Title: Re: X-Com Files feedback
Post by: Delkatar on October 12, 2018, 05:50:48 pm
Yeah - each type of alien, cultist, etc, once. Like sectoid soldier, engineer, navigator, the various types of cultist. After that, if you're unfamiliar with the potential to unlock new research topics and get just flavour text in interrogating some type of captive again it's natural to conclude that what you'll continue to receive by repeating it until you've ran out of it or it begins to repeat itself me thinks. I've done five or six repeated interrogations of various captured cult members both officers and lower ranked ones and all I got was very amusing but ultimately useless feedback that led me to conclude that I shouldn't be doing that until I didn't have anything better to research at the time.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 12, 2018, 06:06:27 pm
Well, now everything is clear :)
Have fun!
Title: Re: X-Com Files feedback
Post by: Delkatar on October 12, 2018, 08:45:41 pm
It is.

First impression of the new version - it loads orders of magnitude faster on the ancient laptop I'm using for old games. It usually was up to five minutes until it loads and processes everything and earlier tonight on the new built - less than a minute.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 12, 2018, 09:42:02 pm
It is.

First impression of the new version - it loads orders of magnitude faster on the ancient laptop I'm using for old games. It usually was up to five minutes until it loads and processes everything and earlier tonight on the new built - less than a minute.

Yes, it is thanks to the new "lazy loading" feature, where only the necessary resources are loaded (as opposed to all of them).
Title: Re: X-Com Files feedback
Post by: Delkatar on October 16, 2018, 12:50:38 am
A question and some more feedback.

What do I need to produce Alien Laser Rifle ammo? I had the rifles themselves and the clips researched for months, I'm able to build laser cannons for my aircraft as well as laser HWPs - both tanks and hover and would soon be done researching the laser defense. I just got cyberarmor built for most of my people and decided to build some laser rifles to help with logistics so I could remove some of the various mid to long range weapons I have cluttering my deployable craft and bases, I got some rifles built and got the unpleasant surprise of not being able to make ammo for them - all I have is two clips I captured during an UFO mission a few months back.

The Cyberarmour makes a huge difference and allows a lot bolder gameplay, especially when capturing enemies are concerned and as importantly, in underground missions, which up to that point were suicide without saving and loading as if there was no tomorrow.

Mission wise, range continues to be an issue, especially in the Americas. All Exalt missions that spawn lately have only people I've already captured enough of for them to no longer show in the research tab for interrogation and no joy with finding anyone who can unlock their HQ.

A note about the T'leth Embassy -  I had my first underwater mission earlier tonight and it almost turned into a complete disaster because it put a bunch of rookies I had in the Skymarshal for training into the submarine and ignored most of the ten experienced agents I had inside to babysit them during missions. Perhaps a note that not only you shouldn't bring dogs on such a mission because they will drown but only the soldiers who will fit in the submarine and no extras? Having five of the nine divers as newbies was very, very painful.

I did have two head-hunter missions tonight and the experience was very different. First, it was Master Lo - the Ninja trainer. I did get him alive with only one casualty - he used his super special, ten thousand times folded Katana to turn Amenyst, the base's Robo-Tank mascot into scrap. It was hard persuading my squaddies to bring him in one piece after that. I had to promise he'll be subjected to all the fun and games my Intelligence officer could think of to make them see reason.

Next, it was that alien assassin fella and he accounted for the first casualties I suffered, if you don't count poor Amenyst, since equipping most people with Cyberarmor - throwing grenades across the whole map after I had all his drones shot down was an unpleasant surprise.

On a related note - perhaps interrogating those special people if someone gets to all the trouble to bring them back mostly intact should give some info about them? In the Ninja trainer's case I got a short blurb that it might be a good idea to keep my people far away from each other if I'm facing psionic enemies and in the assassin's case, a dossier about a MiB affiliated agent, that gal who is supposed to be able to mind-control multiple people at the same time and has influence over multiple governments. Nice touch, however wouldn't it have been better if we actually learned something about the people we just interrogated too, after potentially going to some significant trouble to bring them in intact in the first place?

All things considered, those head-hunter missions were a nice touch, however, especially in the assassin's case, it was a very good thing it spawned after I had Cyberarmour otherwise he could have wiped out most of my people with his grenades without seeing a trace of him.

Now for an issue, one that the assassin mission highlighted. That was the fourth time since I began deploying tanks that said HWP got stuck into the transport unable to exit because there was something spawned right at the ramp. I had to either use its cannon, which would have blown up a lot of weapons I had in the transport, or let it sit the mission out. I tried to clear the trashcants with a trooper armed with a CAWS with AP ammo, it didn't get the job done.

Can anything be done about this? The only alternative is to keep just enough equipment in a transport to arm the people I'm bringing at any given mission and that's simply too much of a bother, considering that depending on the type of mission, expected terrain and how experienced the people I'm bringing are, the loadouts could vary quite a bit. It simply takes too much time to load and unload equipment before and after each mission to bother with not practically having most of a base's arsenal loaded in the transport stationed there.

Title: Re: X-Com Files feedback
Post by: legionof1 on October 16, 2018, 01:14:00 am
Always bring a pickax or hammer for terrain demo, provided you have them.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 16, 2018, 04:27:09 pm
I didn't have one available during my first two underground missions, the third - against spiders went really well thanks to cyberarmour all around and the last two I played last night - let's just say that everyone was too heavily loaded with the best available firepower including explosives for such luxuries and I used a laser tank for blasting my way in.

I'll ask again, what the hell do I need in order to manufacture alien laser rifle clips? Finally being able to field those weapons would simplify my logistics situation tremendously.


Now some more feedback now that I had a bit of time to think about my last night's session while at work. Two balancing issues centered around luck.

Depending if you know what to research and what missions to push.... and being lucky actually getting them, the position in the campaign late '99 can be radically different. While cyberarmour did help tremendously and is the main reason I didn't scrap the playthrough and likely left the mod for greener pastures due to not being willing to grind through the first two years of light cult activity and alien lifeforms, once I knew what I actually needed, I had to spent months skipping a lot of missions and letting the aliens do basically what they wanted until I actually got the item I needed to unlock precise alloy shaping and thus the research necessary for the cyberarmour. It really didn't help that the mission types necessary were among those that in my experience spawned the least.

Now that leads to another issue, directly related with when I unlocked the cyberarmour and the time necessary to outfit my strike teams with it. By the time that happened, the aliens upped their game and I once again find myself in the unpleasant situation of being outclassed on the ground, which leads to the second issue - troop replacement. Once I had a full strike team, after a few months when in my three bases I my scientists being lazy, underworked and doing God knows what, I finally began tackling the various alien terror mission, shooting the odd UFO, going underwater and underground.

The point? While I did get some nice new loot to research, I lost nearly a third of my veterans in the spawn of a month in two underwater missions, one terror, the first I faced the sankement and those overgrown iguanas of theirs and bloody hell, the underground alien outposts - those in particularly were hell where my two best achievements after save-scumming like a champion were a lost laser tank apiece and no less than three or four veterans. That in theory is good, fighting in close quarters against explosive totting enemies and those overgrown slimes that are bullet sponges should be tough and generate casualties. The issue? It will be at least half an year to an year until I'm able to recover from the losses and that's an optimistic scenario. Ever since I took out the Lotus HQ a few months back, thus leaving only Exalt from the original four cults, the available missions where I can send mostly rookies were scarce. I've got an eight man newbie team in my third base that after an year of deploying all over the world hunting alien lifeforms that they can reach with a Dragonfly and lately a Hawkeye, they're still too fragile and green to even think about sending into anything serious.

So once again, any chance of hiring better soldiers at worst after Promotion III comes around? The biggest issue I have here is twofold - a long grind to make newbies worthwhile and to add insult to injury, the missions they can handle are the dullest and least fun... when those actually spawn. In the meanwhile, I have to curtail operations against the enemy, which incidentally includes going to some of the more engaging missions when they spawn or risk entering death-spiral as far as my troopers are concerned. That's not a fun way to play.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 16, 2018, 04:56:51 pm
A question and some more feedback.

It's a pleasure!

What do I need to produce Alien Laser Rifle ammo? I had the rifles themselves and the clips researched for months, I'm able to build laser cannons for my aircraft as well as laser HWPs - both tanks and hover and would soon be done researching the laser defense. I just got cyberarmor built for most of my people and decided to build some laser rifles to help with logistics so I could remove some of the various mid to long range weapons I have cluttering my deployable craft and bases, I got some rifles built and got the unpleasant surprise of not being able to make ammo for them - all I have is two clips I captured during an UFO mission a few months back.

What you need is a miniaturized power source which can be used for powering hand-held weapons. For craft weapons and HWPs it's not an issue, since you just use a big battery, but for energy beam handguns you need something much smaller. (Which is one of the reasons we currently don't have laser weapons in real life.)

The Cyberarmour makes a huge difference and allows a lot bolder gameplay, especially when capturing enemies are concerned and as importantly, in underground missions, which up to that point were suicide without saving and loading as if there was no tomorrow.

The opinions on this armour are vey divided and every player sees it as something else. I think the most prevalent opinion is that it's not worth its price. I admit I deliberately made it somewhat controversial, so I am rather happy with this result. :)

Mission wise, range continues to be an issue, especially in the Americas. All Exalt missions that spawn lately have only people I've already captured enough of for them to no longer show in the research tab for interrogation and no joy with finding anyone who can unlock their HQ.

I don't think EXALT is inherently harder to complete than the other starting cults, but a lot depends on RNG.
Some bugs are harder to squash than others.

A note about the T'leth Embassy -  I had my first underwater mission earlier tonight and it almost turned into a complete disaster because it put a bunch of rookies I had in the Skymarshal for training into the submarine and ignored most of the ten experienced agents I had inside to babysit them during missions. Perhaps a note that not only you shouldn't bring dogs on such a mission because they will drown but only the soldiers who will fit in the submarine and no extras? Having five of the nine divers as newbies was very, very painful.

I think it's clear enough from the "Underwater Operations" article:
"Remember that the Calypso can only accommodate up to 7 agents; if you bring more, they will have to sit this assignment out."
Sure, I can add more reminders everywhere, but after the player get it it will be just more clutter.

I did have two head-hunter missions tonight and the experience was very different. First, it was Master Lo - the Ninja trainer. I did get him alive with only one casualty - he used his super special, ten thousand times folded Katana to turn Amenyst, the base's Robo-Tank mascot into scrap. It was hard persuading my squaddies to bring him in one piece after that. I had to promise he'll be subjected to all the fun and games my Intelligence officer could think of to make them see reason.

I'm sure he will... appreciate it.

Next, it was that alien assassin fella and he accounted for the first casualties I suffered, if you don't count poor Amenyst, since equipping most people with Cyberarmor - throwing grenades across the whole map after I had all his drones shot down was an unpleasant surprise.

Good, good! I've been worried he was too passive.
What kind of weapon did he use?

On a related note - perhaps interrogating those special people if someone gets to all the trouble to bring them back mostly intact should give some info about them? In the Ninja trainer's case I got a short blurb that it might be a good idea to keep my people far away from each other if I'm facing psionic enemies and in the assassin's case, a dossier about a MiB affiliated agent, that gal who is supposed to be able to mind-control multiple people at the same time and has influence over multiple governments. Nice touch, however wouldn't it have been better if we actually learned something about the people we just interrogated too, after potentially going to some significant trouble to bring them in intact in the first place?

I'm all for this, but these articles won't write itself... If you feel inspired to give it a try, I will definitely appreciate it.

All things considered, those head-hunter missions were a nice touch, however, especially in the assassin's case, it was a very good thing it spawned after I had Cyberarmour otherwise he could have wiped out most of my people with his grenades without seeing a trace of him.

Well, he's basically a Boba Fett expy... :)

Now for an issue, one that the assassin mission highlighted. That was the fourth time since I began deploying tanks that said HWP got stuck into the transport unable to exit because there was something spawned right at the ramp. I had to either use its cannon, which would have blown up a lot of weapons I had in the transport, or let it sit the mission out. I tried to clear the trashcants with a trooper armed with a CAWS with AP ammo, it didn't get the job done.

It happens. Not as much as it used to, but in fact I like this effect to a degree, as it highlights why infantry is better in dense terrain. And in general you can get it out with some effort.

Can anything be done about this? The only alternative is to keep just enough equipment in a transport to arm the people I'm bringing at any given mission and that's simply too much of a bother, considering that depending on the type of mission, expected terrain and how experienced the people I'm bringing are, the loadouts could vary quite a bit. It simply takes too much time to load and unload equipment before and after each mission to bother with not practically having most of a base's arsenal loaded in the transport stationed there.

So the issue is specifically with the equipment tile? But the only enclosed craft where the HWP spawns at the ground level is the Skymarshall, and the Skymarshall has side doors which you can use to get your people out and clear the vegetation.

Depending if you know what to research and what missions to push.... and being lucky actually getting them, the position in the campaign late '99 can be radically different. While cyberarmour did help tremendously and is the main reason I didn't scrap the playthrough and likely left the mod for greener pastures due to not being willing to grind through the first two years of light cult activity and alien lifeforms, once I knew what I actually needed, I had to spent months skipping a lot of missions and letting the aliens do basically what they wanted until I actually got the item I needed to unlock precise alloy shaping and thus the research necessary for the cyberarmour. It really didn't help that the mission types necessary were among those that in my experience spawned the least.

I don't think equipment is as crucial as you suggest, though of course it's important. I would say having experienced agents has more impact, they can deal with most aliens using fairly standard Earth technology (sniper rifles, napalm grenades, early M.A.G.M.A. stuff, etc.). And the Alloy Vest isn't much worse from the Cyber Amour. (Honestly this is the first time I've seen anyone this enthusiastic about the Cyber Amour... It's nice.)

Now that leads to another issue, directly related with when I unlocked the cyberarmour and the time necessary to outfit my strike teams with it. By the time that happened, the aliens upped their game and I once again find myself in the unpleasant situation of being outclassed on the ground, which leads to the second issue - troop replacement. Once I had a full strike team, after a few months when in my three bases I my scientists being lazy, underworked and doing God knows what, I finally began tackling the various alien terror mission, shooting the odd UFO, going underwater and underground.

The point? While I did get some nice new loot to research, I lost nearly a third of my veterans in the spawn of a month in two underwater missions, one terror, the first I faced the sankement and those overgrown iguanas of theirs and bloody hell, the underground alien outposts - those in particularly were hell where my two best achievements after save-scumming like a champion were a lost laser tank apiece and no less than three or four veterans. That in theory is good, fighting in close quarters against explosive totting enemies and those overgrown slimes that are bullet sponges should be tough and generate casualties. The issue? It will be at least half an year to an year until I'm able to recover from the losses and that's an optimistic scenario. Ever since I took out the Lotus HQ a few months back, thus leaving only Exalt from the original four cults, the available missions where I can send mostly rookies were scarce. I've got an eight man newbie team in my third base that after an year of deploying all over the world hunting alien lifeforms that they can reach with a Dragonfly and lately a Hawkeye, they're still too fragile and green to even think about sending into anything serious.

Well, I understand, but that's how every X-Com game is... Maybe not as much in vanilla, as it was simply too short for this effect to emerge.
What difficulty are you playing? Perhaps you should just decrease it. There's no shame in it. (As long as you aren't playing on Beginner, which really is for beginners only).

So once again, any chance of hiring better soldiers at worst after Promotion III comes around? The biggest issue I have here is twofold - a long grind to make newbies worthwhile and to add insult to injury, the missions they can handle are the dullest and least fun... when those actually spawn. In the meanwhile, I have to curtail operations against the enemy, which incidentally includes going to some of the more engaging missions when they spawn or risk entering death-spiral as far as my troopers are concerned. That's not a fun way to play.

I have some elaborate and very concrete plans to deal with this, but it relies on code which has not been written yet.
Title: Re: X-Com Files feedback
Post by: legionof1 on October 16, 2018, 05:44:22 pm
regarding the lack of experienced troops, setting up a base expressly for mass training early on seems to be the meta. Not least cause you need to sift for both strong psi users, and some exceptionly shitty ones to be lightning rods.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 17, 2018, 03:36:13 am
The alien mercenary had a beam weapon that set everything in a large area around the target on fire. It was arbalest shaped and I actually don't recall what happened with it after completing the mission. I'll have to check what's laying forgotten in the base warehouse.

Cyberarmour, it might not be a big upgrade to the Personal armour, however compared to the alloy vest? Even when using the shield variant people with the alloy one often get wounded by good old fashioned bullets. In comparison, that only happened to three people so far while storming the lower level of a Syndicate underground base. Frankly, the survivability factor once I got the cyberarmour compared to the previous ones is off the charts, though do note I outright skipped the personal armour. Currently most Earth based threats I'm facing are low threat - Exalt, Syndicate, Cult of Apocalypse.

In comparison, the alien missions I've attempted - said armour is barely sufficient to keep someone alive through a hit or two on average, however that's still an improvement compared to the alloy vest. That was highlighted by the two underground alien bases I assaulted that saw roughly a third of the squad dead with at least half of the rest out of commission for about a month or so. Aliens with explosives and those purple blobs don't mix well with close quarters. Often my people lacked the firepower or the reactions to bring down the enemy before they either got blown up or meleed to death. In contrast, one lucky bastard survived intact through enough punishment to wipe out the whole unit so RNG has been up to its usual shenanigans.

Speaking about aliens, I managed to respond to two Terror missions with a full Skymarshal complete with a laser tank, twelve veterans with cyberarmour and the best Earth weaponry money could buy. The only thing lacking was alloy ammo for everyone - at that stage I was still busy making armours to dedicate production to it.

The first I had to abort after turn two and finally just loaded a previous save. It was those purple overgrown sectoid-like aliens with body armour covering only their torso along with thin purple disk. I managed to kill one of them with a Black Ops minigun bursts in the back from point blank range, by using alloy ammo. In contrast, six people shooting at anonther one from the front couldn't bring it down for two turns and then he kinda shot them all to pieces. Needless to say that one was a wash.

The next terror mission was my first encounter with the snakemen and their overgrown iguana pets. That was a weird mission - basically half my squad along with almost the whole map got burned down by the end of it along with all the civies. In both those missions, the firepower I have access to barely cuts it and it's not much better weapon wise. Just to rub insult to injury, I have a load of captured alien weapons I couldn't research at this point, much less build.

On the bright side, I finally unlocked the various sound blaster research so the next time an underwater mission with aquanoids spawns I might actually risk it. I had to reload the last one after a veteran unit got shot to pieces before they could come close enough to the enemy to see it... and that once again highlight the issue with replacing soldiers - too much of a bother at this time to simply accept a mission gone south for no real gain and not simply reload an earlier saver and skip it alltogether. RNG doesn't help - I had a four month spell this night with only a handful of safe training missions with just a couple of enemies in them.

As far as on base training goes, I do have the facility in every base and for the first couple of years ran double of them in the two bases I had. Right now I have one each in four different bases training forty people and I'm in the middle of building a fifth base, which I might load with rookies.

On a different note, I found my first proper alien base and haven't decided if risking an assault and thus provoking the enemy would be prudent - for all intents and purposes three of my own operational bases are quite vulnerable to assault. I might just monitor it and go after supply ships and see if the Thunderhawks armed with avalanches and stingrays can bring them down - I've been using them lately as escorts and to hunt down small UFOs. Speaking about UFO's, the first time the aliens attempted to intercept a fully loaded Skymarshal returning from mission was hair-raising. It was a good thing I had a Thunderhawk waited in each base at that point or it would have ended in tears and a lot of closed casket funerals...

Magma stuff... With the exception of the Heavy Cannon, I didn't find it very useful. What was it again? The Thrasher Heavy Shotgun and said cannon, I don't recall receiving another weapon from them. Perhaps it was just the way the maps spawned, however I never had an opportunity to see the shotgun shine and as far as the cannon goes - the people I had with them during the harder missions didn't live long enough to show me what it can do and against terrestrial opposition various other weapons seem to be more versatile. Or it might have been RNG again. Perhaps it would shine with HE and other special types of ammunition, unfortunately, it's been some time since I faced a mission I found those particularly useful.

Difficulty - I'm playing on veteran.

One thing that better armour helps tremendously is when the transport spawns surrounded by enemies. For the first two and half years that was almost always a prompt to immediately abort the mission, which in fact accounts for almost half of all Exalt ones that spawned, which as I said is bloody rare. Now that the aliens are becoming quite explosive happy, a cyberarmour is the difference between multiple people dead and a reload or a mission I might actually complete during the first couple of turns. In the same vein, there's a ton of difference in surviving light plasma weaponry compared to the alloy vest. From what I saw the last couple of nights, the cyberarmour was worth it spending most of '99 to obtain it for basically everyone and I'm even keeping a few spares in each base in a case of an alien assault, though I hope that between Thunderchiefs and laser defenses, I can deal with that on the strategic level.

Well, lately I've been using the low psi-strength veterans as pilots and as the poor bastards who get the most risky jobs in any mission I bring them to. As far as extensively screening rookies and being able to actually afford it, it wasn't until shortly before I actually got the cyberarmour available that I got the funds for something like that. Hell, I'm currently building two bases at the same time and just spent close to two million for troops, HWPs and gear in one of them alone. The second I think I'll be making into a dedicated training center. That became an option after couple of months that saw nearly a third of my veterans gutted in exchange of two ungerground bases, one "successfully" completed terror mission which saw the whole map wrecked so bad that nuking the place might have been better and a few underwater ones that got on average 50+ percent dead squaddies. On the bright side, I netted some valuable material and captives not to mention tow months of 5K score and combined increase of funding that came close to 10 million.

Title: Re: X-Com Files feedback
Post by: Niewiem on October 17, 2018, 07:39:56 pm
The best weapon from magma for me was magma pulse rifle with alloy ammo. But you needed few magma missions for that.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 17, 2018, 10:25:26 pm
I just unlocked the Pulse Weapon line after the MAGMA reactor mission - early February 2000. By this time I've had the UCA Rifles for close to an year an at least on paper they should be better thanks to the burst feature for comparable accuracity and TU. While the MAGMA missions were nicely different, from that Zombie outbreak, to the Robo-Tanks and the Reactor, by the time said missions spawned any weapons I got from them are simply obsolete.

Some more feedback - facing Muttons and those purple aliens, the Cazer or is it Gazer, with standard firearms - not a good idea at all. The punishment they could take and the ability to kill or knock out a soldier or two with reaction fire alone, consistently is very, very nasty. I just aborted the first large shot down UFO mission I went to. Two Muttons managed to knock down or heavy wound four people with reaction fire on turn one, then on turn two a heavy armoured one wounded a bunch more with either a launcher or grenade. Luckily no one died and I barely managed to retreat in the transport with my casualties and one mutton corpse - I simply didn't believe that there was any chance to finish that mission if I was losing a trooper either dead or wounded for every mutton I managed to take out. I did kill three in that mission, two of them with concentrate tactical grenade launcher/missile/tank fire and the other - seven people barely managed to wound him enough to knock him out before he could act on turn two and if he had been active he would have wiped out at least couple of troopers on his turn.

The Cazers - depending on range, one could survive six or seven people shooting him in the face with UAC Rifles, Black Ops Auto Snipers, Arakasa 4OOO, CAWS and UAC SMGs. Granted on that mission I didn't have alloy ammo deployed and that might have been enough to make it bearable. As it was, the only thing that prevented me from losing most of my people was a set of fences that ate a lot of plasma fire and the fact that the Aliens were content to keep the range open once they ran out of grenades.

I currently have a ton of alien weapons which I can't research and build so no joy gaining more effective firepower. That's the reason why I haven't gone after the alien base I have uncovered - I'm afraid I simply don't have the firepower/armour to pull it off without either cheating or saving and loading left and right.

Title: Re: X-Com Files feedback
Post by: Niewiem on October 18, 2018, 12:50:28 am
You need advanced laboratory to research most alien weapons.

Wait are you saying that you are going out of skymarshall on turn 1? That is biggest mistake you could ever do - all enemys have full TU and they can reaction fire you. First thing you do is passing a turn - then you go out and get less than half reaction fire you got earlier ;)

I was using Caws and Pulse Rifles until I moved to laser/gaus weapons and I think I have faced few muton ships with that but yeah those missions were hard.
BTW kill all the mutons you can :D You can make synthsuits out of them which will actually allow even a rookie to carry big gun - also with synthsuits you can go mele against aliens and have big chance of it working.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 18, 2018, 02:26:02 am
Well, usually the tank goes out first to check if its safe-ish to go for completing the mission or if I should abort ASAP if my transport ended up surrounded. As far as sending the troopers out, that depends if there's enough solid cover and type of enemy. After I had a few missions with chupakabras/zombies basically swarming the landing site due to waiting, not to mention a floater kamikaze who blew himself up along with a bunch of people the moment I opened a door, sometimes it's best to get your people out on turn one so they could shoot everyone approaching from two onwards with full TUs.

In the first and only Mutton mission so far I had both of them with turned backs to the Skymarshall so it was safe to actually exit without getting shot. Things went downhill fast once I had my people deployed and opened fire. Those things simply didn't want to go down without liberal use of explosive or tremendous amount of bullets. I did research the synthsuit and indeed it looks like the perfect armour for rookies until they can carry heavy weapons by themselves and even then, it would be useful for the people hauling cannons and the Black Ops minigun.

What do I need for the advanced lab and to build laser rifle ammo anyway? Chitoid and Floater Leaders, soldiers and navigators didn't unlock it nor did the Cazer ones I interrogated. Hopefully when I finally bite the bullet during my next game session and assault that alien base it will be enough - I'm currently out of things to research and have scientists in four bases basically doing who knows what...
Title: Re: X-Com Files feedback
Post by: Niewiem on October 18, 2018, 11:31:31 am
I am at work right now - so cannot check requirements for Advanced Lab - will post them for you later.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on October 18, 2018, 02:41:36 pm
Advanced Lab requires: Improved Lab, Grav Shield, Anti-Matter Containment, Grav Module Construction and Elerium Battery.
Title: Re: X-Com Files feedback
Post by: Delkatar on October 18, 2018, 06:17:42 pm
Yeah, no luck on any of those. I did get the Jump Armour researched and can retrieve modules from drones and floaters, however no luck on actually building my own nor on anything that could unlock the rest. Right now I'm out of things to research and the next time I play I'll fill a Skymarshall with laser tank and a bunch of veterans with high Psi Strength and bite the bullet of assaulting that alien base.

On a different note, I finally got a mission spawned with an Exalt Master that I managed to capture. Unless one of those managed to get blown off screen, this is the first Exalt mission that had one of them which I didn't have to abort on turn one due to spawning surrounded and without adequate armour to survive the first two turns without suffering unacceptable losses. It's certainly the first mission with that kind of officer since early 1999 because once I got a few suits of cyberarmour available, I hit every Exalt mission that appeared. Now I just need to wait for their HQ to appear and the last of the four original cults will be dealt with.

As far as the Pulse Rifle goes - I did blow a few million on men and equipment for security and training in two new bases and once another easy mission spawns we'll see how useful they're in practice. In theory that 25% more damage is neat, however the three shot burst as deafult of the UAC Rifle seems to be better damage wise and the obvious stats of the weapons are same - accuracity and tu per snap and aimed shot. In fact that makes the Pulse Rifle auto fire usless in comparison - three shots with lower accuracity and unless I'm mistaken for more TUs than a UAC Rifle snap shot. That seems to imply that the UAC weapon should be a more technologically advanced and useful weapon, one that gets unlocked some time after the Pulse Line has been available for some time. I don't know if that can be really helped if MAGMA missions simply don't spawn early and often enough.

The one advantage the Pulse Rifle has is that its alloy ammo could be bought outright and is one less thing to mico-manage production wise. As far as the SMG and pistol go, I haven't gone to properly compare them to the FN P-90 and the UAC ones, which along with Balck Ops pistols are my to go training weapons for rookies until they can carry something heavier.

Speaking about training, right now I do have over fifty people hitting busting their assess and hopefully by 2001 most of them will be useful for something more than cannon fodder. Experience from my third base where I started with a full rookie team in early 1999 - their training hasn't completed yet, they have about ten missions apeace under their belt and their stats are nearly doubled making them not entirely useless. They could actually take down a small shot down UFO with sectoids only suffering a couple of casualties when wearing Cyberarmours. Not ideal, but better than nothing. Still, when bringing newbies with comparable stats on tougher missions, they tend to die, fast. The reason should be obvious - a veteran with completed training and thirty plus missions under their belt might have enough health to survive hits that would kill less experienced people outright and thus they'll live to fight another day and have the potential to get even better even if they get grievously wounded and are out of action for a month.

Edit: Feedback on my disastrous attempt to assault the alien base. It turned out it was a mutton one so my precautiosn of pooling all my high psi strength veterans in one base and transport for that strike was superficious, though on a second thought facing mind control and other psioncis would have been better.

I went in with one laser tank and twelve crack troopers with Cyberarmour. Weapon wise - Arasakas 3K and 4K, UAC and Pulse Rifle with alloy ammo, one Black Ops Minigun with the same one light cannon with various ammunition one RPG trooper loaded with AT rockets and one Pulse SMG with assorted grenades, primary EMP in case of mechanized units as well as healing items.

The result on turn seven after heavy saving and loading to try different tactics? Three still combat capable troopers, two more panicked, two more dying on the ground. All I had to show for that was two dead muttons. One went down easy - a critical hit to the back I presume from an Arasaka 4K. The other ate reaction fire from four people - arasaka, Pulse Rifle, Pulse SMG and Black Ops Automatic sniper, proceeded to kill the SMG gunner and wound the sniper. On the next turn, all survivors shot at him, hit, he didn't go down and I finally finished him off with an anti-tank RPG. Then a Mutton leader with what looked like heavier armour came knocking and blew up all survivors of that group.

My second and larger group of my troopers, along with the tank - those faced one mushroom like mechanized unit that one-shot the tank then went to do its own business and then got rushed by three muttons, one with blue and orange armour. The end result of that encounter was that most of my people got dead with nothing to show for and only a pair of soldiers I sent flanking remained intact.

What kind of equipment would I need to take a mutton defended base without suffering crippling losses, much less the whole assault team getting wiped out with nothing to show for it? I'm at loss besides trying to load everyone with RPGs and AT rockets. Then I'll have to hope that they won't blow themselves up or run out of ammo before the base is secured. Trying to take things slow and letting the enemy come to me doesn't really work either - that's a recipe to get multiple people picked off one by one if I spread them out to avoid explosives or blown up en masse if they're close enough for concentrated reaction fire to has a snowball chance in hell of bringing down a single mutton.
Title: Re: X-Com Files feedback
Post by: Niewiem on October 19, 2018, 02:16:12 pm
I think I found a mod that could help you with what you need :) I am no expert but I think that it should work with X-com files and maybe Solarius could even incorporate it :)
https://openxcom.org/forum/index.php/topic,6644.0.html

Edit
Do not and I repeat do not assault muton base without better equipment. Obliterators (the muton mechanized unit) shoot elirium rockets which hurt like hell and have 100 armor from every side. I usually take them with squad full of soldiers with synthsuits and power mace(elirium maces? - don`t remember what those are called)
Title: Re: X-Com Files feedback
Post by: Delkatar on October 19, 2018, 02:59:28 pm
Yeah, getting my party almost wiped out within two turns of engaging a handuful of Muttons and a single of those mechanized units that shot only once and then made itself scarce was an obvious enough message. It got reinforced some time later when I shot down a large lander with muttons and while I managed to take them down, I traded casualties one for one with them and almost all survivors ended up in the hospital for 20+ days. That was with some heavy saving and loading too. At least the synthsuits I got out of that mess made the rookies somewhat useful as something more than cannon fodder.

Ironically, on the strategic layer I'm doing great the last couple of months - 5K and 8K scores, primary from shooting down UFOs with the Thunderstorms. I got a bit of research too after successfully assaulting a reptiloid village, though bringing down the dragon turret was pain - ten turns of focused fire and lobing AT RPGs at it. Still at this rate I'm at a loss what I need to capture/interrogate in order to unlock research of alien weapons and better protective armour than the cyberarmour. While the synthsuits are neat, people in them tend to get one-shotted by muttons even more often than those wearing the cybearmour.

On the tactical level, there are issues. Right now I have two types of missions spawning. First, those that are walk in the park with cybearmours with people getting wounded only due to critical hits. Second - those against tougher alliens where without saving and loading like a champion my veterans suffer unsustainable casualties. There are a few mission types that are kinda in the middle ground - sectoids and floaters primary, where the enemy is dangerous however perfectly manageable as long as I'm paying attention.

Underwater missions deserve a special attention - bringing anything but veterans, even as expendable cannon fodder to reveal the enemies seems pointless because those simply don't have the TUs to do so before being shot by aliens out of sight. At best I'm losing couple of my best people each time I try to assault one of their lured ships and the only bright point was that I finally got enough salvage to build that Ironfist or something heavy transport. On the downside, I'm not getting more than couple of plastics per mission and after all my underwater adventures I just got enough for second plastic swimsuit. Is that intentional or am I just unlucky?

On a more positive note, I finally got enough floater corpses to recover grav modules and built my first hovertanks. Its debute was neat - they seem to make excellent damage sponges at least against floaters, which were the first UFO I shot after said tank was operational.
Title: Re: X-Com Files feedback
Post by: aerialgold on January 28, 2021, 11:41:42 am
Hey. I really like the XCOM FILES and idk if I dont have the recent update but I run into a problem where I am taking down a Medium UFO with only 1 casualty and no one had seen an alien for a few turns and all of a sudden my soldiers panic? It says the place feels oppressive but I want to take my time when clearing out a UFO. They constantly panic and never seem to snap out of it. I waited about 20 turns or more and they just kept panicking. I was hoping with no aliens killing them or trying to kill them they would eventually snap out of it. Please help me, I have good men on this mission. It just feels like I can't get anywhere without them panicking on a UFO mission.

PS. Panicking noobies I might understand, but I have a Captain with 31 kills who has 93 aim and is panicking. Makes no sense at all. When they're all panicking, I can't send them home either.
Title: Re: X-Com Files feedback
Post by: Solarius Scorch on January 28, 2021, 11:52:38 am
Hi Aerialgold,
The engine doesn't allow for such advanced mechanics as counting turns from seeing an alien or taking agent's ranks into account. All it can do is "on this mission, apply a morale damaging attack of this and this strength".
Anyway, the function of this feature is to specifically prevent the players from "taking their time when clearing out a UFO". XCF is fairly lenient here already, since it only applies to missions against aliens; compare with for example Piratez where it applies to all missions. And to be honest, battles against medium UFOs don't usually take long enough for this to become a problem (except when using lots of psi attacks). If it is, just take the happy pills.