OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Bobit on August 13, 2019, 12:57:26 am

Title: Some suggestions
Post by: Bobit on August 13, 2019, 12:57:26 am
1) Add turnLimit 12 and chronoTrigger 2 to strange lifeform missions. After turn 12, all remaining monsters flee. Reducing the mission frequency was a nice touch, but this would make the missions strategically interesting instead of a spamfest where only mid-long range assault rifles (or pistol equivalent if low-tech) are  used.

2) Under difficulty settings, increase difficultyCoefficient or defeatScore, so that it is possible to lose in the early game on higher difficulty levels, rather than just giving up because you will suffer from having less veterans later. Maybe reduce number of enemies and increase number of monster terror missions, so that instead of being a grind, hard difficulties are actually hard to survive in. Buff score technologies so players can sacrifice their research to hold on, plus it would be nice for non-promotion-related researches to be more useful.

3) Give less (or equal?) score for arriving at a mission and aborting it than not arriving at all. From a gameplay perspective, missions where you arrive only to abort when it gets intense are not fun, and aborting is super  OP. Thematically this could be seen as a failure of the project.

4) I would prefer less minor missions to shorten the game a bit. If you could implement a setting for that, that would be nice. Right now, it's a bit too easy to get a full squad of 100%-TU agents with 100% of available research covered, yet you still have to do every safehouse and such if you want to play well for EXP reasons.

5) Buff reactions/bravery melee (and slight melee in general), light armor, throwing (especially knives which seem much worse than stars), rats, dog armor, flashbangs (enemies outnumber you), civilians, lone madmen, dagon in general (so easy), bolt-actions, explosives, drone armor, reactions training, heal gel, cannons (except for explosive automatic and buckshot non-automatic), hazmat, skulljack, maybe kneel accuracy. Nerf shields, FAL and similar mid-long-range automatics, enemy dodge (makes swords much better for them than you), stims (increase cost, probably too spammable, basically just ammo for the flame glove instead of waiting for recovery for example), agent bravery (non-psi panic seems too rare).

6) Unit pages on UFOpaedia could be better. I don't really care about armor, I care about resistances, dodge, stats. Dunno why there are so many pages for civilians. But I could be wrong.

7) How about adding transformations? There are four cults, why can't I resurrect people or turn them into 10-bravery 90-psi tentacle monsters, lol. Plus I think being able to bring back a veteran soldier at a high price if you recover the corpse is pretty neat.
Title: Re: Some suggestions
Post by: TheCurse on August 13, 2019, 11:49:24 pm
8) Tritanium crowbar, golf club and pickaxe
9) Rocket boosted sledgehammer. Hardly hits anything, but if it does, oh boy...


As for strange lifeform missions, how about a variable map size? So you end up somewhere between the usual shooting range mission and a crowded room filled with (hopefully less...) creatures.
I´d agree with all other points except 6 and 7, then again don't have much game experience yet to properly judge them.
Title: Re: Some suggestions
Post by: Solarius Scorch on August 25, 2019, 01:23:14 pm
Hi! Took me a while to return to the forums, I've been quite busy recently.

1) Add turnLimit 12 and chronoTrigger 2 to strange lifeform missions. After turn 12, all remaining monsters flee. Reducing the mission frequency was a nice touch, but this would make the missions strategically interesting instead of a spamfest where only mid-long range assault rifles (or pistol equivalent if low-tech) are  used.

It's not a bad idea in theory, but would feel rather clunky. "I had the monster trapped and surrounded by people in flying armours, how did it escape?"

2) Under difficulty settings, increase difficultyCoefficient or defeatScore, so that it is possible to lose in the early game on higher difficulty levels, rather than just giving up because you will suffer from having less veterans later. Maybe reduce number of enemies and increase number of monster terror missions, so that instead of being a grind, hard difficulties are actually hard to survive in. Buff score technologies so players can sacrifice their research to hold on, plus it would be nice for non-promotion-related researches to be more useful.

Well, that would require a lot of tweaking... For now I prefer to stick to one model.

3) Give less (or equal?) score for arriving at a mission and aborting it than not arriving at all. From a gameplay perspective, missions where you arrive only to abort when it gets intense are not fun, and aborting is super OP. Thematically this could be seen as a failure of the project.

It's not that easy:
1. Mission points from battle are random, as they depend on difficulty, how many civilians are spawned (sometimes 3, sometimes 0)
2. The harder the mission, the less punitive it is if you don't go there. So the penalty for a cult base is lower than cullt apprehension, for example. This however doesn't apply to "hot" missions like terrors, where you're supposed to show up.
Maybe just boosting all penalties across the board is in order.

4) I would prefer less minor missions to shorten the game a bit. If you could implement a setting for that, that would be nice. Right now, it's a bit too easy to get a full squad of 100%-TU agents with 100% of available research covered, yet you still have to do every safehouse and such if you want to play well for EXP reasons.

It's very random and I'm not eager to delve into this. I'll keep this in mind, though.

5) Buff reactions/bravery melee (and slight melee in general), light armor, throwing (especially knives which seem much worse than stars), rats, dog armor, flashbangs (enemies outnumber you), civilians, lone madmen, dagon in general (so easy), bolt-actions, explosives, drone armor, reactions training, heal gel, cannons (except for explosive automatic and buckshot non-automatic), hazmat, skulljack, maybe kneel accuracy. Nerf shields, FAL and similar mid-long-range automatics, enemy dodge (makes swords much better for them than you), stims (increase cost, probably too spammable, basically just ammo for the flame glove instead of waiting for recovery for example), agent bravery (non-psi panic seems too rare).

All these are pretty situational and I can't really agree with many points here, as the seem contradictory to general feedback. You want to nerf things which are already considered "not worth it" by many players, such as long range weaponry (universally considered to be superfluous when you have shotguns and pistols) or the flame glove (seriously, someone is using it? That's great, but also quite strange!) or stims (nobody uses them, ever). I'm glad these things are being used, but I'm not nerfing something which is already very unpopular.
And enemies have as much dodge as they should.

6) Unit pages on UFOpaedia could be better. I don't really care about armor, I care about resistances, dodge, stats. Dunno why there are so many pages for civilians. But I could be wrong.

Sorry, I have no idea what you mean and what I should do. Can you elaborate?

7) How about adding transformations? There are four cults, why can't I resurrect people or turn them into 10-bravery 90-psi tentacle monsters, lol. Plus I think being able to bring back a veteran soldier at a high price if you recover the corpse is pretty neat.

Would be nice, but with the current code it can't be done in a sensible way (most notably, without losing your experience). I have a system designed for this, though! :)
Title: Re: Some suggestions
Post by: Bobit on August 26, 2019, 05:49:23 pm
1) Yes. I never was a huge fan of timers over LW2's endless reinforcements. Still better than nothing imo.

2) Okay, but could you do something about the difficulty? Because no matter how hard the missions are, the early game is still unloseable. And I imagine a safehouse  where you fight 20 enemies is not much more fun than fighting 10. If you don't want to make difficulty balance more complicated, can you just make all difficulties possible to lose early? Or if not to lose, to receive any sort of punishment that doesn't involve losing your agents? It's not a very healthy mechanic when the mission doesn't matter at all and  you just play passively as possible to train your agents (by extension having rookie suicide screens for your vets). I suppose increasing the score penalty for retreating as in #3 would do that a bit.

5)  Wow, nobody uses stims? They're amazing for sprinting and reviving k-o-ed agents, and absolutely crucial for melees. Only downside I can see is that they replace grenades, but if you're only using flashbangs, or you already have 3-6 grenades on the agent, what's the point? They also replace healing sprays, but those are very expensive and only stop the rare bleedout death fmpov. Flame gloves are a great 1x in your squad so long as you consider stims ammo, oneshots everything, highly accurate, arcs. Reload rate is slow and you can't carry enough stims to reload forever, range is bad. Wasn't advocating for a direct flame glove nerf, just it seems a little silly that psi weapons don't actually use your natural recovery but just rely on stims. Guess that's not really a fixable "problem" unless you have a "psi suit" with high stun recovery. that's probably the real solution here.

Long range weaponry seems better than pistols for a short amount of time but more importantly the long-range auto rifles tend to beat out the real long-range bolt/semi rifles by quite a bit, at least until auto-snipers and MGs. I've never really seen shotguns do great, I'd much rather use a shield+SMG for most close range, as I've taken entire bases with shield+SMG rookies. Maybe shotguns are more TU-reliant in terms of avoiding danger?

About the dodge, I just proposed it as a method of buffing player melee without enemy melee. Guess that's kinda the same as lowering enemy melee. I'm not sure if it's just because I don't reflex-train my soldiers much. I'm not sure I would prefer points in reflex over accuracy anyway though. Classic XCOM I guess.

6) The pages on the UFOpaedia which describe, for example, a Red Dawn Grunt, show stats involving their armor. This might be difficult, but it would be neat if they showed more useful stats, like Reflexes.

7) :D
Title: Re: Some suggestions
Post by: krautbernd on August 26, 2019, 07:30:11 pm
2) Okay, but could you do something about the difficulty? Because no matter how hard the missions are, the early game is still unloseable. And I imagine a safehouse  where you fight 20 enemies is not much more fun than fighting 10. If you don't want to make difficulty balance more complicated, can you just make all difficulties possible to lose early? Or if not to lose, to receive any sort of punishment that doesn't involve losing your agents? It's not a very healthy mechanic when the mission doesn't matter at all and  you just play passively as possible to train your agents (by extension having rookie suicide screens for your vets). I suppose increasing the score penalty for retreating as in #3 would do that a bit.
The whole point of early game is to build up your agents and your whole organization structure. I've played multiple games so far, and I've never had the same early game progression twice. Upping the difficulty means running the risk of encountering missions and mission combinations that are unwinnable and will brick you progress early in the game without having the means to correct that. This might lead to very frustrating playthroughs for people who are just starting out and don't know the mod. If I had to choose between an 'easy' early game and making the game 'more difficult' for experienced players I'd choose the the former.

5)  Wow, nobody uses stims? They're amazing for sprinting and reviving k-o-ed agents, and absolutely crucial for melees. Only downside I can see is that they replace grenades, but if you're only using flashbangs, or you already have 3-6 grenades on the agent, what's the point? They also replace healing sprays, but those are very expensive and only stop the rare bleedout death fmpov. Flame gloves are a great 1x in your squad so long as you consider stims ammo, oneshots everything, highly accurate, arcs. Reload rate is slow and you can't carry enough stims to reload forever, range is bad. Wasn't advocating for a direct flame glove nerf, just it seems a little silly that psi weapons don't actually use your natural recovery but just rely on stims. Guess that's not really a fixable "problem" unless you have a "psi suit" with high stun recovery. that's probably the real solution here.
I've never actually used the flame glove either, and i'd agree that most of the stuff you've listed is situational. IMHO early game armor (including heavy tactical vest/tritanium vest) is overpowered when you compare it to later armors. In my experience explosives don't need to be buffed at all, either. I'd agree with you on the stims, though i don't abuse them as much (mostly for fluff/immersion reasons). Why does the healing gel need to be buffed?

These are all extremely dependant on your playstyle, and you are free to change those stats to your liking (as I do, on occasion), but i'd really like them to remain as they are to have an actual baseline as to how they should work.

Long range weaponry seems better than pistols for a short amount of time but more importantly the long-range auto rifles tend to beat out the real long-range bolt/semi rifles by quite a bit, at least until auto-snipers and MGs. I've never really seen shotguns do great, I'd much rather use a shield+SMG for most close range, as I've taken entire bases with shield+SMG rookies. Maybe shotguns are more TU-reliant in terms of avoiding danger?
I've never used shields or SMGs for close range. Either magnums+melee when i can't bring bigger guns or melee all the way in late game.

About the dodge, I just proposed it as a method of buffing player melee without enemy melee. Guess that's kinda the same as lowering enemy melee. I'm not sure if it's just because I don't reflex-train my soldiers much. I'm not sure I would prefer points in reflex over accuracy anyway though. Classic XCOM I guess.
The only time i've found myself matched (or overmatched) was by Black Lotus Assassins and (sometimes) Red Dawn elite troops. Otherwise i've found the tritanium knife (or sword, if you can spare the space+TUs) to work extremely well. Get into melee range and you can almost always avoid damage if your agents are trained. This also works against aliens, especially in early game sectoid encounters. If you manage to blindside them they are practically helpless and asking to get shanked.

The pages on the UFOpaedia which describe, for example, a Red Dawn Grunt, show stats involving their armor. This might be difficult, but it would be neat if they showed more useful stats, like Reflexes.
Not possible with the current mechanics, unless you enter them manually for every enemy. I don't think it's worth it.
Title: Re: Some suggestions
Post by: Bobit on August 26, 2019, 07:33:29 pm
I never tried to suggest buffing grenades (except flashbangs relative to the other grenades). I'd rather carry 1 stim + 3 grenades than 4 grenades, so I'm surprised no one uses stims, that's all. What you say is understandable.
Title: Re: Some suggestions
Post by: krautbernd on August 26, 2019, 07:37:02 pm
I never tried to suggest buffing grenades/armor(?). I'd rather carry 1 stim + 3 grenades than 4 grenades, so I'm surprised no one uses stims, that's all. What you say is understandable.
Quote from: Bobit
5) Buff reactions/bravery melee (and slight melee in general), light armor, throwing (especially knives which seem much worse than stars), rats, dog armor, flashbangs (enemies outnumber you), civilians, lone madmen, dagon in general (so easy), bolt-actions, explosives[...]

???

EDIT:
These posts might have collided, sorry for that. I'm a bit stumped by what you mean by 'explosives' if that doesn't include grenades. Again, i don't see any explosives that are lacking, grenades or otherwise (though i think some enemies are abnormally resistant to explosive damage). What explosives do you feel need to be buffed, and why?
Title: Re: Some suggestions
Post by: Bobit on August 26, 2019, 08:50:22 pm
Dynamite
Title: Re: Some suggestions
Post by: krautbernd on August 26, 2019, 08:54:44 pm
Dynamite
Why?
Title: Re: Some suggestions
Post by: Bobit on August 26, 2019, 09:47:41 pm
In Xenonauts, timed explosives are called explosives. Grenades are not. My vocabulary leaked over I guess. I was also referring to mines which seem weaker than proxies. Mostly it's because they don't seem useful in this mod's typical superhuman 8v30 situation.

By light armor I mostly meant shieldless vests.
Title: Re: Some suggestions
Post by: krautbernd on August 26, 2019, 09:58:00 pm
What explosives do you feel need to be buffed, and why?

I wasn't asking why you were referring to dynamite as explosives. I was asking why you think it needs to be buffed.

What issue are you running into concerning the vests?
Title: Re: Some suggestions
Post by: Bobit on August 26, 2019, 11:32:25 pm
Explosives are a bit awkward in vanilla for anything except breaching. You can use them against very high-armor enemies, but it will be more difficult than using rockets and high-power grenades if you have any. But in XFiles they are even weaker for these reasons:

1) High-armor enemies are rare. XFiles has mostly weaker but more numerous enemies.

2) Breaches / UFO landings are rare.

3) Shields are usually a better option for a breach.

4) Pickaxes can destroy terrain anyways.

5) Dynamite is of course weaker than a normal explosive. I think it has lower radius. Which is a pretty big deal for a timed explosive.

There's not really any incentive to use leather/kevlar once you have armored, or an incentive to use no shield for a one-hand weapon imo. Jumpsuits are also pretty bad compared to real armor, which is very disappointing. The extra TU/stamina/dodge just doesn't compensate for blocking 75% of shots. The vast majority of tech-equivalent enemies barely penetrate armored shields, and just hunkering down and shooting is often the only safe no-casualty strategy 8v30, so why would you pick armor that lets you move at the cost of dying twice as fast? In a way this all ties back to the unhealthy nature of the early game, which is that mission victory is fairly irrelevant, training and survival is what always matters. How does light armor help you evacuate?
Title: Re: Some suggestions
Post by: krautbernd on August 27, 2019, 12:14:27 am
Depending on your strength dynamite can be used just like grenades. I usually apply it generously to clustered cultist formations and missile racks during cultist base/outpost assault. It's also great for apocalypse gatherings, jail breaks etc.

Replace with High-Ex when it becomes available. Both are also well suited to clear out (as in, clear them from the map) buildings (Clinics, warehouses, hybrid settlements...). Apart from alien terror units that have high-ex resistance they're my go-to option if targets are obscured or I absolutely need a one-hit kill. Even more fun if you enable instant grenades (which also disallows playing hot potato).

I think the whole point of getting better armor is to ditch the obsolete ones. Why should there be an incentive to use leather/kevlar? They are stepping stones to get to higher tiers. You use them as long as you have to. Again, I personally don't use one-handed weapons (apart from stun/melee) either, and I never use shields - so from my point of view shields are kind of obsolete. That doesn't mean they need to be buffed or nerfed - they simply don't fit my playstyle.

I agree about the jumpsuits, but they are more stealthy iirc. I see them more as a gimmick, a throwback to vanilla and how much progression i've actually made to get to that point. I wouldn't not call the early game unhealthy either (I think I'Ve elborated why). If it really rubs you the wrong way, why not simply change the game to fit your needs and playstyle? That's the whole point of OXC, isn't it?
Title: Re: Some suggestions
Post by: Bobit on August 27, 2019, 12:54:06 am
Upgrades should make the previous thing partially obselete, as they do with weapons. Alternatively, there should be more armor options so not all of my guys suddenly become immobile tanks.

That would require a sweeping balance overhaul. How the hell am I supposed to balance a 100+ hour mod? Maybe I will attempt it someday, I doubt my success though, I never finish any of my projects. Actually I was working on an ASCII xcom-like a few weeks ago, since there are some things like nonexistent cover which drag the game down in any OpenX mod.
Title: Re: Some suggestions
Post by: Solarius Scorch on August 27, 2019, 11:32:52 am
I think most stuff discussed here, if not all, is controversial. For example there are excellent, veteran players who consider the jumpsuit to be the best outfit in the game. Etc.

But I'm glad various people have completely different approaches. This is how it should be, I think.
Title: Re: Some suggestions
Post by: Bobit on August 27, 2019, 05:43:07 pm
Okay Sol, that's faie.But I just want to note that my main point is Early Game Challenge, which you have responded positively to by reducing hunt frequency, and stating that hunt timers and increased retreat score penalties could be a good idea.
Title: Re: Some suggestions
Post by: krautbernd on August 27, 2019, 05:56:56 pm
I'd be against hunt timers - as Solarius has stated, these are kind of clunky, and they don't really do anything for gameplay as far as  I can tell. Take the turn limit for crop circles/cattle mutilation for example - and now imagine it's not one or two farmers, but ten or twenty, and it's one of those cluttered slum/housing maps.

A turn limit simply doesn't work for these missions, as the enemy count as well as the map layout varies too much. You'd have to set the turn so high as to be pointless for smaller maps.
Title: Re: Some suggestions
Post by: Bobit on August 27, 2019, 11:14:39 pm
Yes, the timer should be high. Timer being too high is the same as it not existing fmpov, so it doesn't really have  a downside except "feeling clunky".  I really don't care if things "feel clunky" if they increase depth.
Title: Re: Some suggestions
Post by: Solarius Scorch on September 05, 2019, 11:02:13 am
I'm not a big fan of timers and wouldn't be eager to implement them freely. I would rather use reinforcements mechanics, if they ever happen.
Title: Re: Some suggestions
Post by: X-Man on September 05, 2019, 01:29:23 pm
I'm reading your posts, guys, and think what: if someone wants more hardcore, he could do his personal Hell by himself  ;)
Just invent and use your own game rules and play. IMHO, 90% of mod's current stuff works fine and no need to be transformed in some way. Game mechanics is rather flexible and adaptable to different players' styles and skills. 'Hardcore' shouldn't become the main idea of this brilliant mod. I agree that some weapons need to be balanced, but there are nothing critical, I think.

As for me, I'd like to see more types of scenarios, more missions for hunting down dossiers, more USEFUL artifacts and more complicated, interesting and logically righteous way for gathering coordinates of Cydonia:
1) Defeating Syndicate should give us clue how to find Cydonia.
2) Defeating Advent's Government (and researching at least one alien brain) should be necessary too.
3) MIB arc. Oh... There is endless way to use it's potential, which is useless now. Covert operations, outposts, labs, bases, unique techs, persons and artifacts... And the main base, of course, which should be captured for gathering another part of Cydonias's puzzle.  ;)
Title: Re: Some suggestions
Post by: Solarius Scorch on September 05, 2019, 06:32:16 pm
As for me, I'd like to see more types of scenarios, more missions for hunting down dossiers, more USEFUL artifacts and more complicated, interesting and logically righteous way for gathering coordinates of Cydonia:

I agree, missions and dossiers etc. are never too many (well, at least not yet).

1) Defeating Syndicate should give us clue how to find Cydonia.

Well, this one doesn't make much sense, as Syndicate wouldn't know anything about this.

2) Defeating Advent's Government (and researching at least one alien brain) should be necessary too.

I thought the same, but what if there are no infiltrations?

3) MIB arc. Oh... There is endless way to use it's potential, which is useless now. Covert operations, outposts, labs, bases, unique techs, persons and artifacts... And the main base, of course, which should be captured for gathering another part of Cydonias's puzzle.  ;)

Yes :)
Title: Re: Some suggestions
Post by: X-Man on September 05, 2019, 08:43:02 pm
Well, this one doesn't make much sense, as Syndicate wouldn't know anything about this.

Why not? Syndicate is subordinating to aliens, isn't it? Why not to make some mighty alien which commands all this structure from behind? Or make some super-secret data which is crucial for Syndicate's top boss[es]? For example: once upon a time, in a middle of XX century) the founders of Syndicate have found an old UFO's wreckage and collect there some alien artifacts, corpses and data containers. They have studied all these things for years and finally decoded info from alien data containers which provided them info about alien techs and plans. And from this time Syndicate became a plot of evil". (I could write more detailed scenario, but my knowledges in English are not so good).

Basing on current mod's factions, the general chain of Cydonia's Puzzle, IMHO, should be look like this: http://prntscr.com/p2b365

If making smth like this, Alien Commanders should be removed from Floating Lab UFOs and from the attacking parties to our base. Assaulting ground alien base and capturing it's commander should be crucial. In current version we can just ignore all alien bases and fly away to Cydonia's fest :D

I thought the same, but what if there are no infiltrations?

Could it be really possible? I'm playing the 3rd campaign (0.9.9c, 0.9.9d and now 0.9.9e) in a row and every time the first infiltration was made at the end of January 1999. The second differs from February to April. If the chance of avoiding (aborting) infiltrations is currently exist now, so it should be decreased to zero due to necessity of researching of alien brain for Cydonia's quest ;)

Title: Re: Some suggestions
Post by: X-Man on September 06, 2019, 07:09:45 am
I've modified the tree. Look at this http://prntscr.com/p2h5oa

The logical chain is:
Each faction contains a part of knowledge about aliens. Collecting these clues drives our scientists to overwhelming discovery (Martial Solution) – the main base of aliens is on Mars! But how to reach it? This question opens next chain of researching which leads us to possibility of capturing and interrogating alien commander (contains knowledge about coordinates of main base – the key to location of Cydonia) and studying alien brain (contains knowledge about structure of main base – the key to destruction of Cydonia). These final parts of the puzzle give us possibility to construct some kind of ‘fake key’ or ‘de-cryptor’, which could help us to fly unharmed through Cydonia’s defense complex (the mix of air, mental and gravity defenses). 
Title: Re: Some suggestions
Post by: krautbernd on September 06, 2019, 01:31:34 pm
I can't find any mention in the lore about the Syndicate cooperating or having any prior knowledge about the aliens, yet alone a possible connection to Mars/Cydonia. As far as I can tell they are exclusively interested in 'uplifting'(?) humanity, genetic experimentation and causing chaos using monsters to further their goals. Even the Syndicate CEO isn't extraterrestial in origin, or modified using alien technology - it's an 'enhanced' human, modified by exotic chemicals.

Is there any information I'm missing concerning the Syndicate having connections to the aliens?
Title: Re: Some suggestions
Post by: X-Man on September 06, 2019, 02:03:52 pm
I can't find any mention in the lore about the Syndicate cooperating or having any prior knowledge about the aliens, yet alone a possible connection to Mars/Cydonia. As far as I can tell they are exclusively interested in 'uplifting'(?) humanity, genetic experimentation and causing chaos using monsters to further their goals. Even the Syndicate CEO isn't extraterrestial in origin, or modified using alien technology - it's an 'enhanced' human, modified by exotic chemicals.

Is there any information I'm missing concerning the Syndicate having connections to the aliens?

I'm not arguing about CURRENT lore. Read my previous post here about modified Syndicate's lore. It was olny a suggestion to creator of the mod.
Title: Re: Some suggestions
Post by: krautbernd on September 06, 2019, 03:33:03 pm
I'm not arguing about CURRENT lore. Read my previous post here about modified Syndicate's lore. It was olny a suggestion to creator of the mod.

So this

Why not? Syndicate is subordinating to aliens, isn't it? Why not to make some mighty alien which commands all this structure from behind?

wasn't about current lore? Because to me it sounds like you're basing your suggestions around this. Again, I have been unable to substantiate any of this. I'm asking whether or not I've missed something while browsing the language file. Your suggestions only make sense if there's some established connection between the aliens and the syndicate, and as far as I can tell there isn't one. Their goal is connected to genetic modification and enhancement of of terrestial creatures. They are not in contact or subordinate to the aliens as far as I can tell.
Title: Re: Some suggestions
Post by: X-Man on September 06, 2019, 04:28:28 pm
wasn't about current lore? Because to me it sounds like you're basing your suggestions around this. Again, I have been unable to substantiate any of this. I'm asking whether or not I've missed something while browsing the language file. Your suggestions only make sense if there's some established connection between the aliens and the syndicate, and as far as I can tell there isn't one. Their goal is connected to genetic modification and enhancement of of terrestial creatures. They are not in contact or subordinate to the aliens as far as I can tell.

Ok, I understood you, thanks. Let's wait for Sol's words.
Title: Re: Some suggestions
Post by: Solarius Scorch on September 07, 2019, 10:20:54 am
Why not? Syndicate is subordinating to aliens, isn't it?

We're in the spoiler territory, but
no, it definitely isn't controlled by the aliens. Their connections lead elsewhere (https://trello-attachments.s3.amazonaws.com/5d45c57fe9af3d54c640ed04/320x200/6b02fb589f78ec048e595cdb57efba19/inventory_BLACK_SUN_SUPERSOLDIER.png).

They have amassed some secret knowledge related to exotic biology, and seem to probably know the aliens exist, but they don't have much information on them, and certainly aren't directly controlled by them.

What you're describing fits the Men in Black better. I'm planning to develop them over time,
so I'd be interested in hearing your ideas.

Basing on current mod's factions, the general chain of Cydonia's Puzzle, IMHO, should be look like this: http://prntscr.com/p2b365

Interesting, I appreciate it, but right now I'm in the process of overhauling this part of the mod (which is why I haven't rekeased anything for ov er a month), so a lot of things will change. I like your approach, though; will think about it further.

Could it be really possible? I'm playing the 3rd campaign (0.9.9c, 0.9.9d and now 0.9.9e) in a row and every time the first infiltration was made at the end of January 1999. The second differs from February to April. If the chance of avoiding (aborting) infiltrations is currently exist now, so it should be decreased to zero due to necessity of researching of alien brain for Cydonia's quest ;)

Well, sure it's possible, if you play too well. :)
Title: Re: Some suggestions
Post by: X-Man on September 07, 2019, 04:32:01 pm
We're in the spoiler territory

Whops :-X I'll write you in PM next time about it  ;)

Well, sure it's possible, if you play too well. :)

Hmpf... I don't know how to stop very large UFO in the early of 1999  :( Or I'm just a piece of noobster  ;D


And... Ok, I give up about Syndicate :) But still I like this faction - it is very conformable with "conspiracy issues".
In a far prospective it would be nice to see global arc which includes Syndicate, MAGMA and UAC (and BlackOps as a "younger brother"). Something about "corporative wars".
Title: Re: Some suggestions
Post by: Solarius Scorch on September 09, 2019, 11:29:55 am
Well, the reality is, much depends on RNG. If you don't get any random infiltrations, then you must worry only about cleaning up early cults on time.

Corporate wars are a neat idea, maybe I'll expand this part when I have the time. I definitely want to do more stuff with the UAC, since it doesn't make much sense as of now - there are no explanations for its connections to the Cult of Apocalypse, and no limits on you appropriating their designs.
Title: Re: Some suggestions
Post by: LytaRyta on September 24, 2019, 10:31:35 pm
..definately need in (xPiratez) X-FILES! any of Twin Peaks stuff -

- some of those dark, mysterioase, thrilling, "Mystérieuse, étrange, inquiétante" things like:


Red Curtains Rooms,
https://twinpeaks.fandom.com/wiki/Red_room

Dark Lodge,
https://twinpeaks.fandom.com/wiki/Black_Lodge
https://twinpeaks.fandom.com/wiki/White_Lodge

Sycamore Trees ("Entry Point")
https://twinpeaks.fandom.com/wiki/Glastonbury_Grove


Dark Mood Woods, 
https://twinpeaks.fandom.com/wiki/Ghostwood_National_Forest
https://twinpeaks.fandom.com/wiki/Owl_Cave



Dream Man, etc..

(and all others things from "universe" :  https://twinpeaks.fandom.com/wiki/Category:Supernatural

https://www.youtube.com/watch?v=WuzYfUz5dNM etc..  (*Lynch, *Badalamenti, *Twin Peaks, etc..)
(yap, it´s like, vagquely similar to, X-Files, & Fringe tv shows..)

..or, amybe, Red Curtains´Rooms,   /  Black Lodge, etc..

(and all others things from "universe" :  https://twinpeaks.fandom.com/wiki/Category:Supernatural

https://en.wikipedia.org/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Twin_Peaks
Title: Re: Some suggestions
Post by: Solarius Scorch on September 25, 2019, 08:14:14 pm
I wouldn't mind, but I haven't really had any good ideas for a Twin Peaks reference. Plus, I've never watched it. ¯\_(ツ)_/¯
Title: Re: Some suggestions
Post by: LytaRyta on September 25, 2019, 11:31:02 pm
^^ ..if not, i damn recommend it watch -

- it, as the whole show and stuff is as tematically close to X-Files show, and its "genre", content, and style,  as pissible..

(direct connections with, and included -in -plot, FBI investigation and fbi-agent(s)..


(..yet alongside the *Fringe" tv-show )

 
https://en.wikipedia.org/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Category:Supernatural
Title: Re: Some suggestions
Post by: sedygrizly on September 28, 2019, 11:13:34 pm
Wouldn't be possible to make refueling faster? With 3-5 UFOs coming every hour it doesn't matter how many aircraft you have, you simply keep running out of fuel at those swarm days/weeks. (and ofc when you refuel some aircraft and send it to fight, you manage to find only battleship at that 40+ UFOs present at globus  :'( )
Title: Re: Some suggestions
Post by: JustTheDude/CABSHEP on September 29, 2019, 12:27:18 pm
Wouldn't be possible to make refueling faster? With 3-5 UFOs coming every hour it doesn't matter how many aircraft you have, you simply keep running out of fuel at those swarm days/weeks. (and ofc when you refuel some aircraft and send it to fight, you manage to find only battleship at that 40+ UFOs present at globus  :'( )

Again and again: You don't have to shot down every single UFO.
Title: Re: Some suggestions
Post by: X-Man on November 06, 2019, 08:51:00 am
Hey, Sol... Buddy... Don't you like red haired women? If you like them, please, increase sell cost of this damn bitch to 100.000!  :D
Or even more, because I'm sure russian government will gladly tripled the price!

Title: Re: Some suggestions
Post by: Martin on November 06, 2019, 12:35:14 pm
Or better, make her recruitable as a high end agent. The old chinese master could be recruitable too.
Title: Re: Some suggestions
Post by: X-Man on November 06, 2019, 01:01:50 pm
Or better, make her recruitable as a high end agent. The old chinese master could be recruitable too.

I wouldn't say that. Both of them something like 'members of evil cohort' of their organizations. They can only be destroyed or given to the hands of justice of their countries.  :)
Title: Re: Some suggestions
Post by: Anon011 on November 12, 2019, 12:20:52 pm
I got a small suggestion, recently i have been playing 1.0 and im loving it! But despite all its great content i feel like i need to address two things.

First one is rather small, i thought that Red Dawn might have a little bit larger selection of weapons, because right now its rather small compared to other cults, noticeably it lacks "tier 2" rifle like other cult have, AKSu 74 and AK47 just dont cut it, (and VSS is classified as rifle instead of sniper rifle in the equipment selection screen, is this supposed to be this way?)
So my suggestion is to add something like AN94 rifle (could have 2 shoot similar to UAC rifle but damage of 5,56 ammunition), maybe even ASh-12.7 if you feeling fancy (a 12.7mm experimental rifle, i know it was developed in this decade and not in the '90 but i think that 12,7mm close combat rifle fits perfectly to theme of fighting extraterrestrials, maybe it could be a research project instead of a Red Dawn gun?)

Second suggestion is about UAC rifle, or more specifically its balance/lack of alternatives to it. Dont get me wrong, i love that weapon but it just outclasses all other rifles, with ability to deal 60-90 damage per snap shot (because of 3-shoot) and ability to make 4 snap shots per turn its just the ultimate weapon against anything not kinetic resistant. It makes buying and using blackOPs rifles useless, it makes Tier 2 (2nd promotion) weapons useless. Sometimes it even outclasses shotguns in close quarters. I dont really know what to suggest here since i dont really want UAC rifle to be nerfed but i also dont want to be running 40% of my campaign using only it.

Anyway love the mod, keep up the good work.
Title: Re: Some suggestions
Post by: Solarius Scorch on November 12, 2019, 08:38:15 pm
Hi, and thanks!

Ad 1) Red Dawn guns. Right now, I think the Groza fills the "better rifle" niche. I acknowledge that it's not the bet rifle in the game, but on the other hand Red Dawn has a plethora of other weapons, like the PKM or the SVD, which are usually better than anything else you have in their respective categories.
Having said that, I have nothing against adding more weapons, I just need to find/make the graphics and spend some time coding them into the mod.

Ad. 2) UAC Rifle. I realize that most UAC weapons are a bit too good for their role. It's because the UAC arc doesn't exist yet, but the weapons are already the game. Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).
Title: Re: Some suggestions
Post by: X-Man on November 13, 2019, 07:24:01 am
Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).

Don't forget about BFG9000 then.  ;)
Title: Re: Some suggestions
Post by: Arcalane on November 13, 2019, 02:15:06 pm
Ad. 2) UAC Rifle. I realize that most UAC weapons are a bit too good for their role. It's because the UAC arc doesn't exist yet, but the weapons are already the game. Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).

Correct me if I'm wrong, but the point of all the UAC weapons is that they're optimized for microgravity/vacuum use, yes? A brief readaround suggests to me that conventional ballistics would work fine for combat in such conditions as well.

My suggestion instead would probably be to do something funky with damage types, armour, and resistances, e.g. a UAC rifle does "GYROJET" damage that is very low normally, but all the space-based enemies have a weakness to GYROJET damage that makes it competitive or superior to regular KINETIC/etc. weapons.
Title: Re: Some suggestions
Post by: Solarius Scorch on November 13, 2019, 06:44:23 pm
Correct me if I'm wrong, but the point of all the UAC weapons is that they're optimized for microgravity/vacuum use, yes? A brief readaround suggests to me that conventional ballistics would work fine for combat in such conditions as well.

It is generally true, but there are various additional considerations related to vacuum and 0-g which makes firing normal guns complicated. Besides, it's simply a design feature - not an ass pull by any means, but a simplification (like firing standard guns underwater is also impossible in XCF).

My suggestion instead would probably be to do something funky with damage types, armour, and resistances, e.g. a UAC rifle does "GYROJET" damage that is very low normally, but all the space-based enemies have a weakness to GYROJET damage that makes it competitive or superior to regular KINETIC/etc. weapons.

Sorry, but this is completely out of touch with physical reality. Bullets don't become magical in space.
Title: Re: Some suggestions
Post by: Arcalane on November 14, 2019, 08:34:44 am
It is generally true, but there are various additional considerations related to vacuum and 0-g which makes firing normal guns complicated. Besides, it's simply a design feature - not an ass pull by any means, but a simplification (like firing standard guns underwater is also impossible in XCF).

Sorry, but this is completely out of touch with physical reality. Bullets don't become magical in space.

So are handheld laser and plasma weapons depending on who you ask, because of things like the plasma projectile wanting to decohere and the energy consumption. Yet we accept them because they're common scifi and gameplay staples, and elements that already exist in the game.

Sure, one of the considerations for micrograv/vacuum combat is recoil, so you're probably going to use a lower-velocity round (so lower base damage) or one that can accelerate in-flight (hence gyrojet). It's probably going to be a relatively large and heavy round as well, which would limit capacity (but the UAC guns are largely already low-capacity, so that's covered). All in all, not great at punching through conventional body armour but fine for use in space against targets that are probably going to be quite lightly armoured.

The UAC Pistol embodies most of these already. It uses a high-power round, has fairly average capacity, and a hidden armour effectiveness modifier. The SMG is relatively low capacity for an SMG as well. The Rifle is more of an outlier since its 3shot function means the magsize is effectively 36 (a bit above average) and it has fairly normal damage for ballistics.

I really ought to explain my internal train of thought more sometimes.

Iunno, I'm mostly just throwing stuff at the wall to see what sticks. I realize some of it is going to be a little "out there" or more game-vs-reality, but that's just a side-effect of differing design styles and mindsets. The only other stuff I can think of basically requires whole new engine features or extension of existing ones, and this isn't the place to ask for that.
Title: Re: Some suggestions
Post by: HT on November 14, 2019, 11:09:29 am
Unless I'm mistaken, space missions appear late, so it's perfectly possible that by the time you do these, you have access to energy weapons, making the use of UAC weaponry redundant. Worse, so far space missions are limited in scope, no abandoned spaceships exploration yet, unlike Piratez.

I hope we get some of these missions at some point, it would be cool to explore a seemingly abandoned alien ship emitting a distress signal, only to stumble upon Xenomor- I mean Chrysalids.
Title: Re: Some suggestions
Post by: Solarius Scorch on November 16, 2019, 01:15:51 pm
So are handheld laser and plasma weapons depending on who you ask, because of things like the plasma projectile wanting to decohere and the energy consumption. Yet we accept them because they're common scifi and gameplay staples, and elements that already exist in the game.

Not only that, but also they're completely fictional. There is no real concept of a plasma weapon, and especially not one like this. Alien plasma weapons use fictional physics, period.
The same applies to lasers - they have more in common with 40k or Star Wars laser weapons than any real life lasers.

Sure, one of the considerations for micrograv/vacuum combat is recoil, so you're probably going to use a lower-velocity round (so lower base damage) or one that can accelerate in-flight (hence gyrojet). It's probably going to be a relatively large and heavy round as well, which would limit capacity (but the UAC guns are largely already low-capacity, so that's covered). All in all, not great at punching through conventional body armour but fine for use in space against targets that are probably going to be quite lightly armoured.

You are correct, and...?
I don't get what exactly you want me to do. Allow Kalashnikovs in space? Its memetic power aside, I don't think it would look/feel that good.

Iunno, I'm mostly just throwing stuff at the wall to see what sticks. I realize some of it is going to be a little "out there" or more game-vs-reality, but that's just a side-effect of differing design styles and mindsets. The only other stuff I can think of basically requires whole new engine features or extension of existing ones, and this isn't the place to ask for that.

Sure, it's fine to explore the possibilities and I welcome it. But I've already gone over such things dozens of times, weighing various aspects against one another, so it's not easy to find a breakthrough.

Unless I'm mistaken, space missions appear late, so it's perfectly possible that by the time you do these, you have access to energy weapons, making the use of UAC weaponry redundant. Worse, so far space missions are limited in scope, no abandoned spaceships exploration yet, unlike Piratez.

I hope we get some of these missions at some point, it would be cool to explore a seemingly abandoned alien ship emitting a distress signal, only to stumble upon Xenomor- I mean Chrysalids.

Yes, I hope to add more space missions. (And also Moon missions.)
Title: Re: Some suggestions
Post by: X-Man on November 18, 2019, 07:50:23 am
Is it possible to add on this screen the whole existing locations (regions) in the game? Even those which have 'zero' missions by current soldier? Also, it would be nice to add special borders of each region on the globe. Since we have some significant commendations, which are depend on regional missions, such improvements could be very helpful.
Title: Re: Some suggestions
Post by: Solarius Scorch on November 20, 2019, 08:10:15 pm
Is it possible to add on this screen the whole existing locations (regions) in the game? Even those which have 'zero' missions by current soldier? Also, it would be nice to add special borders of each region on the globe. Since we have some significant commendations, which are depend on regional missions, such improvements could be very helpful.

Do I look like an X-Com developer?
Title: Re: Some suggestions
Post by: Meridian on November 20, 2019, 08:36:56 pm
Is it possible to add on this screen the whole existing locations (regions) in the game? Even those which have 'zero' missions by current soldier?

Yes, but I consider it a bad idea, so no.

Also, it would be nice to add special borders of each region on the globe. Since we have some significant commendations, which are depend on regional missions, such improvements could be very helpful.

That's exposing too much info, not desired.
If you want it too much, you can see exact region borders in debug mode.
Title: Re: Some suggestions
Post by: X-Man on November 20, 2019, 09:00:50 pm
Do I look like an X-Com developer?

Sorry, but I don't know what features can be edited under the mod or OXC, but this does not mean that I'm an idiot. I'm playing XCF, so all of my suggestions I consider under mod's gameplay, no less no more.
Title: Re: Some suggestions
Post by: Spiralize on November 23, 2019, 05:15:22 am
Almost to 1999 on my first campaign and I'm loving it so far, especially the Red Dawn.

Might it make sense to tie in the Red Dawn to the history of Posadism? Given that there was an actual communist ufo-worshiping death cult on Earth, drawing a link between the two could be a fun way to flesh out the setting.

It would be nice if the Female Red Ops unit had a detailed sprite with visible chest armour like the male sprite. This would make it obvious without research that the unit has elevated front armour, and make it even more clearly distinguished from the female Pioneer for new players.

Also, I'm confused by the UFOpedia entry for X-Com Bio-Enhancement. It mentions veterancy as being a requirement, so I assumed it was something you did to qualifying soldiers individually, like a transformation in XPiratez. But it doesn't seem to have unlocked anything like that, so is it some sort of passive effect, like a change to skill growth to all units? Or is it supposed to unlock a transformation menu and it's bugged/I'm missing it? I'm just not sure what it's actually doing for me.
Title: Re: Some suggestions
Post by: Solarius Scorch on November 23, 2019, 01:23:00 pm
Almost to 1999 on my first campaign and I'm loving it so far, especially the Red Dawn.

Thanks a lot!

Might it make sense to tie in the Red Dawn to the history of Posadism? Given that there was an actual communist ufo-worshiping death cult on Earth, drawing a link between the two could be a fun way to flesh out the setting.

Sounds interesting, yes. I haven't heard about them, but will read and we'll see if they provide any "story hooks". Or at least memetic material.

It would be nice if the Female Red Ops unit had a detailed sprite with visible chest armour like the male sprite. This would make it obvious without research that the unit has elevated front armour, and make it even more clearly distinguished from the female Pioneer for new players.

It sounds logical.
Uh.. Any spriters here? Because this is would be a total redraw...

Also, I'm confused by the UFOpedia entry for X-Com Bio-Enhancement. It mentions veterancy as being a requirement, so I assumed it was something you did to qualifying soldiers individually, like a transformation in XPiratez. But it doesn't seem to have unlocked anything like that, so is it some sort of passive effect, like a change to skill growth to all units? Or is it supposed to unlock a transformation menu and it's bugged/I'm missing it? I'm just not sure what it's actually doing for me.

It requires Med Bay, which I haven't explained properly in the Ufopedia article. I guess you're missing this facility.
Title: Re: Some suggestions
Post by: X-Man on November 23, 2019, 03:13:22 pm
Mission "Syndicate Assassination". Please, make Council Commissionaire controllable by player, like you did with David Vincent.
Title: Re: Some suggestions
Post by: Spiralize on November 23, 2019, 03:43:38 pm
Uh.. Any spriters here? Because this is would be a total redraw...

Not that I know of, sorry. But if I ever get into making XCom sprites I'll keep it in mind.

It requires Med Bay, which I haven't explained properly in the Ufopedia article. I guess you're missing this facility.

Yes, that'd be it, thank you!
Title: Re: Some suggestions
Post by: Solarius Scorch on November 23, 2019, 10:16:43 pm
Mission "Syndicate Assassination". Please, make Council Commissionaire controllable by player, like you did with David Vincent.

No. It would be too trivial, not much of a mission at all.
Title: Re: Some suggestions
Post by: X-Man on November 24, 2019, 07:41:20 am
No. It would be too trivial, not much of a mission at all.

So, do you like stupidness of civilians' AI?
Title: Re: Some suggestions
Post by: Solarius Scorch on November 24, 2019, 11:56:50 am
So, do you like stupidness of civilians' AI?

This is not what I said and you know it. :P
Title: Re: Some suggestions
Post by: sedygrizly on November 24, 2019, 07:11:09 pm
I'm playing 0.9.9e.... i've recently managed to capture Cyber battleship, text said that Council took its command and moved it to dim X base to defend it. I thought thats end of Dim X missions, or at least end to some kinds, so i'm quite surprised that i'm still getting "defend Dim X base". It doesn't make much sense and i think that should be changed... unless Council lied about that battleship, everything is possible at X-COM files :D.
Title: Re: Some suggestions
Post by: X-Man on November 24, 2019, 07:38:56 pm
I'm playing 0.9.9e.... i've recently managed to capture Cyber battleship, text said that Council took its command and moved it to dim X base to defend it. I thought thats end of Dim X missions, or at least end to some kinds, so i'm quite surprised that i'm still getting "defend Dim X base". It doesn't make much sense and i think that should be changed... unless Council lied about that battleship, everything is possible at X-COM files :D.

Everything is okay. After that you defend your base against common monsters of Dimension X, not Cyberweb. Just imagine, what would be if you didn't interrogate anthropod before and Dimension X arc closed forever?

But if say that... Start a new game with 1.0. There are much differences between 0.9 and 1.0. in global scenario. 0.9 left in the past... ;)
Title: Re: Some suggestions
Post by: sedygrizly on November 24, 2019, 07:48:35 pm
Everything is okay. After that you defend your base against common monsters of Dimension X, not Cyberweb. Just imagine, what would be if you didn't interrogate anthropod before and Dimension X arc closed forever?

But if say that... Start a new game with 1.0. There are much differences between 0.9 and 1.0. in global scenario. 0.9 left in the past... ;)

Well i can't remember interogating anthropod gave me anything...
Uh, i can't imagine start all over again... are you sure its worthy? Btw what difficulty should i start? Veteran was challenging a little bit at start, but quite fast it became very easy. I've played superhuman before, but that made some missions "first turn unsurviable" and i had incoming UFO every 30mins, so game was unplayable totally.
Title: Re: Some suggestions
Post by: X-Man on November 24, 2019, 08:51:32 pm
Well i can't remember interogating anthropod gave me anything...
Uh, i can't imagine start all over again... are you sure its worthy? Btw what difficulty should i start? Veteran was challenging a little bit at start, but quite fast it became very easy. I've played superhuman before, but that made some missions "first turn unsurviable" and i had incoming UFO every 30mins, so game was unplayable totally.

It is worthy indeed. As for me, I like 1.0 much more, than 0.9. Many things was changed, many things was rebalanced... The whole game became a bit more difficult, but nothing really critical. I've started on superhuman (while it was beta-version). Now it is the 1st of october 1999, everything is going very well.  :)
Title: Re: Some suggestions
Post by: sedygrizly on November 25, 2019, 01:36:25 pm
When you shoot down last guy, he goes down alive, bleeding...why is he counted as dead when battle ends? When someone is bleeding for 2 turns or more and battle ends, he is captured, isn't he?
Title: Re: Some suggestions
Post by: X-Man on November 25, 2019, 01:47:27 pm
When you shoot down last guy, he goes down alive, bleeding...why is he counted as dead when battle ends? When someone is bleeding for 2 turns or more and battle ends, he is captured, isn't he?

As far as I understand, if the value of critical wounds equal or more than HP left, it counts as killed by the end of a last turn. The same thing with that guy who have been bleeding for several turns.
Title: Re: Some suggestions
Post by: Bananas_Akimbo on November 25, 2019, 03:00:26 pm
When you shoot down last guy, he goes down alive, bleeding...why is he counted as dead when battle ends? When someone is bleeding for 2 turns or more and battle ends, he is captured, isn't he?

Sometimes they die, sometimes they don't. When the battle ends, it counts as another turn elapsing, so unconscious enemies take one more round of bleeding damage, which may well end up killing them. Same for your own troops, I presume.

If you haven't already done so, disable auto-end battle in the advanced options. That way you still have an opportunity to heal wounded enemies before the turn is over.
Title: Re: Some suggestions
Post by: sedygrizly on November 25, 2019, 03:56:11 pm
Y, you are right guys. Payed a more attention to it and some long time bleeding enemies are counted as dead too sometimes. For some reason the last one i shoot is always bleeding too much :).
Dunno about auto battle end... without it i tend to just try to hit end turn button after killing supposed last enemy, and sometimes it turns out really badly when there is someone left :/
Title: Re: Some suggestions
Post by: sedygrizly on December 03, 2019, 10:27:45 pm
Is newest version playable? I thought i'm doing well, having Promotion III, 4 bases, UAC rifles, tritanium armors and Ravens at start of invasion...well i've lost game at March. Spammed by unshootable UFOs, aliens and MiB started several bases at January and any "normal missions" like clinic etc. turned into grenades fest, so casualties were very heavy. I could play 0.99e Superhuman easily, but no chance at 1.0x Veteran.  1999 missions are undoable very often.
Title: Re: Some suggestions
Post by: X-Man on December 04, 2019, 06:03:41 am
Is newest version playable?

Absolutely playable. I'm playing on SH, and I haven't noticed anything unusual. Everything works fine.