OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Charly1 on November 01, 2020, 11:38:17 pm

Title: Too much research...
Post by: Charly1 on November 01, 2020, 11:38:17 pm
Aggghhh!!!

Hello

I am in April 1999...

I am completely overwhelmed by the amount of research I have available.

I currently have my hq with 40 scientists, and a secondary base with 35 scientists.

The thing is, I have 7 6 bases in total, so I have room to expand my science base, but I think I may have been a bit too blase (perhaps my mindset is still with the vanilla version).

I am not sure if I am "behind" where I should be. I am using laser weapons, but cant manufacture ammo yet. I have sky rangers and interceptors, drowning in cash. I can tell by writing this the answer is probably having a research facility in each base, but I was wondering if anyone can share their own reseach strategy/methods?

Oh, and specifically, how do I get to manufacturing laser ammo? Is it a case of  capturing sectoid engineers, and hoping they divulge battery tech?

I just started a second campaign with my son, and he is absolutely loving it too. Totally amazing what you have done with a 26 year old game. I keep reminding my son the game is 3 times older than he is :)
Title: Re: Too much research...
Post by: ZakG on November 02, 2020, 09:40:46 pm
Lol! did not think i'd see a long time X-com fan complain about having too much research!!! What i would have given for much more research in the original game - it was one of the best bits, just not enough!

Anyway i'm just in 1997 of my first game of this mod and i just want to thank Solarius Scorch and others for creating such an amazing transformation of one of the best games of all time. Absolutely loving it so far, and yes i'm drowning in research options also, but no complaints here (just need more than 5 scientists somehow?). However, do i need to research a 'wrench' or other such base items (pitchforks, crowbar etc) to unlock stuff? Or is it just flavour and making them a purchasable item in the lists?

Good awesome ultimate X-com fun.
Title: Re: Too much research...
Post by: Charly1 on November 02, 2020, 09:54:11 pm
Lol, Please dont judge me...

I have 156 topics in my research list.

Dont bother researching "ordinary" items, unless you intend to use them in the field. You can use most convential weapons withou researching them anyway.

You need to increase your research capabilities asap. You can get a bio lab (5 scientists) and intel centre (5 scientists) early on. Research lab comes later to bring you up to 40 scientists. You cannot build multiple research labs in one base... so it might help to get another base up sooner rather than later.

Title: Re: Too much research...
Post by: tarkalak on November 02, 2020, 10:58:45 pm
A lot of the guns and other human stuff are just 2 science/days and all research gives you more points for the monthly review = more money.

You can hide the stuff you don't want with right click. At least I think so.
Title: Re: Too much research...
Post by: Bananas_Akimbo on November 03, 2020, 12:50:35 am
I have 80 scientists in december of '99. 40 in main base, 10 in every other base. I'm going to stock up on more scientists for the invasion, but for now progress was fast enough for my taste. I don't have enough money to build all the stuff I research, anyway. I don't have lasers yet but Skymarshal, HWPs, Personal and Aqua Plastic Armour so I don't feel underpowered in the field. I do research the 'unnecessary' topics, as long as they are quick to do (Upper left shows you the expected duration, but in weird symbols and not in numbers - look here: https://openxcom.org/forum/index.php/topic,8663.0.html).

However, do i need to research a 'wrench' or other such base items (pitchforks, crowbar etc) to unlock stuff? Or is it just flavour and making them a purchasable item in the lists?
Middle mouse click on research topics and you can see, if they lead to further research.
Title: Re: Too much research...
Post by: Charly1 on November 03, 2020, 03:01:38 am
I can build lasers, but not the ammo. Fortunately you can pick up some in certain missions.

I have scores of plasma weapons that I cannot use yet. At least when I do get them researched I will have emough to upgrade most of my soldiers.

I think that I had a slow start, but I seem to be catching up now. I struggled earlier on as I only got one Advent mission in the first two years, which meant I was using the Humvee or helicopter for most missions.
Title: Re: Too much research...
Post by: Bananas_Akimbo on November 03, 2020, 04:15:21 am
Don't keep all your plasma weapons. Sell all or most of them. You will get plenty more before you will be able to use them.
Title: Re: Too much research...
Post by: Charly1 on November 03, 2020, 05:06:46 pm
Ha... I would if I needed the money. I have like £25m with nothing to spend it on. I prefer having weapons of mass destruction in my cupboard to hordes of cash.... Just seems cooler somehow.

I think that alien alloys sell for too much money, and crafts are too cheap to build, maybe? I think that is a consequence of so many missions.
Title: Re: Too much research...
Post by: Solarius Scorch on November 03, 2020, 08:17:05 pm
No worries, I fixed the money problem in 1.7 ;)
Title: Re: Too much research...
Post by: Bananas_Akimbo on November 03, 2020, 08:45:45 pm
Ha... I would if I needed the money. I have like £25m with nothing to spend it on. I prefer having weapons of mass destruction in my cupboard to hordes of cash.... Just seems cooler somehow.
If you are so rich, why don't you just spend the money on more labs and scientists? Seems like a no-brainer in your situation. What else were you saving the cash for?
Title: Re: Too much research...
Post by: Charly1 on November 03, 2020, 09:26:29 pm
Yes, I have prety much begun upgrading all of my baes except my manufacturing one. The money influx actually came in the space of a couple of months. Several ufo landings & clone faciities, plus I am clearing about £5m a month in income.

I think I am still in the original game mindset of specialising bases. What can I say... I am old. Change is difficult.


Hi Solarius... Can I just say you have made 2020 more bearable. Locking down alone would have been more difficult without you. So thanks, mate.

I only just updated my game. How did you "fix" that? Or is it a (nasty) surprise? Or is it *checks quickly* maintenance costs? My recent quick expansion has left me massively overbudget... lol. Time to flog those plasmas off   ;D :D :D :D :D
Title: Re: Too much research...
Post by: Solarius Scorch on November 04, 2020, 10:06:14 am
Howdy! No, I haven't touched the maintenance, I only made it much harder to make money on production. Now you need to loot stuff!
Title: Re: Too much research...
Post by: ZakG on November 04, 2020, 10:10:30 am
Lol, Please dont judge me...

I have 156 topics in my research list.

Dont bother researching "ordinary" items, unless you intend to use them in the field. You can use most convential weapons withou researching them anyway.

You need to increase your research capabilities asap. You can get a bio lab (5 scientists) and intel centre (5 scientists) early on. Research lab comes later to bring you up to 40 scientists. You cannot build multiple research labs in one base... so it might help to get another base up sooner rather than later.

Oh i was not judging you, just relishing having a big research tree in the game :) Having said that i do feel your pain, as i'm still on my initial 5 scientist HQ limit (have a bio-lab 11 days away) in 1997 and have about 30 topics to research already!!! Thanks for the tips to from you and other posters also, this part of the mod (how best to organize and run research) is hard to work out.
Title: Re: Too much research...
Post by: Charly1 on November 04, 2020, 02:24:59 pm
Its a shame that the fireaxis Xcom games metagame cannot be as awesome as this. I really like their tactical combat, and Longwar goes some way to rectify the situation, but I was always judging it against the original UFO Enemy Unknown. This mod has upped the ante somewhat.

Imagine a word with no mods... a world of just consoles...

I think the mods realised the thing that keeps you excited is new toys to play with. The new xcoms have like 3 weapon tiers out of the box. Once you have leveled up it loses some of the magic. Same with the aliens. This mods have sussed that and the game keeps throwing something new at you. Something even as simple as changing the layout inside of a ufo.

Its funny, I only came across this game because I wanted to show my son what the old game was like after playing Xcom2. And it was old enough to run on the crappy laptop I bought him 5 years ago. I had already downloaded openxcom a few years back, and knew that it was a more refined experience, and it was only then I saw some of the mods available. I remember having an idea many years ago they they could do an xcom tv show, that maybe started off like a british version of xfiles... so when I saw this I got very excited. But I had no idea how big this was. It must be, what... 10-20 x bigger than the original.

Anyway... my lunch break is over... back to work!
Title: Re: Too much research...
Post by: tarkalak on November 04, 2020, 03:34:29 pm
I played vanilla Nu-COM 1 once to completion, and will never do that again. I just didn't bother with Nu-COM 2 without Long War. I guess the good news is I don't need to buy a gaming PC, because the new games are just boring.
Title: Re: Too much research...
Post by: Charly1 on November 04, 2020, 04:03:42 pm
I cannot play either of the new games without long war. They are just too "vanilla". The first game had that "the aliens are attacking three different countrie at the same time, and you as humanities last line of defence can only defend one of them" bullshit. I have no idea what the programmers thought when they came up with that one. The Longwar mod totally saved that game. I couldnt understand how a game made in 1996 was more "complex" than a modern AAA game.

There has been a longwar mod for the Xcom2 expansion. It took me a while to warm to it. It just felt a bit "short" for some reason. The missions were all too samey. It needed more underound base type missions, or ufos. The generated maps seemed very samey too. But I did get a kick out the  80s "V" miniseries vibes, though.

At least Xcomfiles makes me feel like I am actualy fighting a proper war, and has some proper resource management. Working in local government, I also appreciate the added bureaucracy... "a flamethrower? Shapeshifting aliens in antarctica you say? But you dont have the correct licence sir. Humanity is doomed? Sorry sir, my hands are tied"
Title: Re: Too much research...
Post by: Stoddard on November 04, 2020, 04:29:07 pm
I have no idea what the programmers thought when they came up with that one.

Well, Jake Solomon is full of shit, and that was obvious from the start. Which is why I never played nucoms. He never had it in himself to create a world. He even said it himself many times in them interviews. So he made a blinky shooter. Phew. Nothing better could have come out of this effort and didn't.

That said, even people who did have it once tend to lose it. Case in point - original Syndicate vs Satellite Reign. The latter is just meh and lots of rain.
Title: Re: Too much research...
Post by: tarkalak on November 04, 2020, 05:48:08 pm
Neither of the Nucoms have generated maps. They are all static maps, you just start in different places.

Long War 2 is pretty decent. It has the atmosphere of fighting a guerilla war and most missions are in the line of: go in, do the objective and then GTFO, which I like. Of course you need to load up a ton of mods if you do want some quality of life and new maps. xwynns on youtube has a good series along with a nice modlist for it.

One thing I disliked on Nucom 1 was the aestetics. Women look like men, men look like the hulk and the hulk (mutons) looks like a bipedal pig. Ugh.
Title: Re: Too much research...
Post by: Charly1 on November 05, 2020, 06:50:02 pm
Xcom 2 sort of had random maps. I think it worked using pregenerated "blocks". Problem for me was that they were still a bit samey, and there was too much wide open space that made you go sniper heavy. The buildings were someting to go around. There were not enough enclosed spaces like the ufos and alien bases. It lost that sense of claustraphobia from the first game. Too many of the maps seemed almost identical though.

I just did the Black Lotus and Red Dawn bases. I was really confused with the Red Dawn one. Was great fun!
Title: Re: Too much research...
Post by: andrewgreve on November 06, 2020, 10:52:10 am
One thing to consider is researcher efficiency. each additional scientist has diminishing returns on the same topic. Stacking all your scientists on one topic at a time will really slow you down. Not sure how much of your 156 topics are mundane items, but a single scientist will bang out most mundane items in a matter of hours to days. So 40 scientists each doing 1 item would clear your queue quickly.
Title: Re: Too much research...
Post by: tarkalak on November 06, 2020, 03:59:23 pm
One thing to consider is researcher efficiency. each additional scientist has diminishing returns on the same topic. Stacking all your scientists on one topic at a time will really slow you down. Not sure how much of your 156 topics are mundane items, but a single scientist will bang out most mundane items in a matter of hours to days. So 40 scientists each doing 1 item would clear your queue quickly.

The hours part is wrong. Research progress is checked once a day at exactly 0:00. Each scientist gives one point per day to whatever he was assigned at 0:00 o'clock (even if he was assigned just a minute before that he counts as a whole scientist day). If, at the day a project is finished, you generate more research points than needed, they are wasted.

So if you have an item that takes 1 research point to be done and you assign 20 people on it, you have wasted 19. If you had a 20 point project you would waste nothing. You can look at how much research each item needs in the INFO ('.' day, '-' 5 days, '=' 20 days, # 100 days, sum them all. Actual research is between 50-150% of that value).
Title: Re: Too much research...
Post by: ZakG on November 06, 2020, 10:32:48 pm
Dont bother researching "ordinary" items, unless you intend to use them in the field. You can use most convential weapons without researching them anyway.

I'm putting together a 'list' of items i'm struggling to understand why they are in the research list at all. Is there a reason for that like maybe if i really WANTED to use a Pitchfork i can't until i have researched it? I can see you can't buy an item until some research is done, but i seem to be able to get a bunch of pitchforks/wrenches/baseball bats/lead pipes etc from missions and equip those right away.

So why are those items in the research lists? Just wondering aloud :)

You need to increase your research capabilities asap. You can get a bio lab (5 scientists) and intel centre (5 scientists) early on. Research lab comes later to bring you up to 40 scientists. You cannot build multiple research labs in one base... so it might help to get another base up sooner rather than later.

I seem to be very bad at this, like i'm not sure what i should be doing to get to a stage where research can be weaponised. I have the HQ (5 scientists) plus a recent bio-lab (5 scientists) and no clue as what to do next (nothing showing in my current available research topics to give a hint etc).

Could we have some dialogue from the base staff (those fun additions when they pop up and give advice - i love it!) to maybe better guide the player here in the early game? Sure we can use forums and wiki's etc, but it always feels mos natural when the game guides you (the original game was quite genius in this). I can see these staff topics are triggered by stuff so i was thinking have an extra one from the Scientist that triggers sometime after 'Promotion 1' with more details on how to organise your science (like "ok we got some recent UN recognition for our work, so to make sure we get my teams working full speed on our research we need x,y,z and the best way to get there is to do missions x,y,z and get [live captives/ new tech/ etc]").

Something along those lines, and in-game clue on how to progress etc. I'm just currently fumbling around not really sure how to get a science lab to be able to employ 40 scientists etc.
Title: Re: Too much research...
Post by: Solarius Scorch on November 06, 2020, 10:59:23 pm
I think it's fine to stumble in the dark. This isn't a race. Do research at your own pace, just make sure you don't lose.
Title: Re: Too much research...
Post by: ZakG on November 07, 2020, 12:22:13 pm
I think it's fine to stumble in the dark. This isn't a race. Do research at your own pace, just make sure you don't lose.

Yeah :) I'm absolutely loving your creation here Solarius Scorch. Not sure why it took me this long to find your mod in truth, as i've been playing OpenXcom pretty much religously since the 1.0 was released.

I never really liked ANY of the other X-com variants since the original game, they all just streamlined too much or had focus on the 'wrong' things (looking cool over being cool etc). The Long War mod just about saves the newer Xcom game (the hyphen matters!), but they are still shallow, reduced games compared to the classic original imho, and OpenXcom and the mods for that have breathed new life and personality into one of arguably the most amazing games ever made.

So thank you very much for your efforts and the awesome game we (original X-com fans) get to keep playing and for free via this amazing mod work :)

I've been in the modding scene for many years (I was part of the team that got the source code released for Call to Power II on the Apolyton forums years back, and helped design the religion system we have in Civ IV's Beyond the Sword expansion) and am looking forward to giving you constructive feedback and questions on this mod once i got the feels for it :)

X-files AND X-com just makes so much sense, i can see why you wanted to explore that.
Title: Re: Too much research...
Post by: Solarius Scorch on November 07, 2020, 06:36:07 pm
Yeah :) I'm absolutely loving your creation here Solarius Scorch. Not sure why it took me this long to find your mod in truth, as i've been playing OpenXcom pretty much religously since the 1.0 was released.

Thank you very much for the kind words!

I never really liked ANY of the other X-com variants since the original game, they all just streamlined too much or had focus on the 'wrong' things (looking cool over being cool etc). The Long War mod just about saves the newer Xcom game (the hyphen matters!), but they are still shallow, reduced games compared to the classic original imho, and OpenXcom and the mods for that have breathed new life and personality into one of arguably the most amazing games ever made.

I generally argee. UFO: Exteraterrestrials with UNIMOD was probably the best such project (but only with UNIMOD, which added multiple interesting concepts like a sound detection system).

I've been in the modding scene for many years (I was part of the team that got the source code released for Call to Power II on the Apolyton forums years back, and helped design the religion system we have in Civ IV's Beyond the Sword expansion) and am looking forward to giving you constructive feedback and questions on this mod once i got the feels for it :)

  That sounds great, and also an interesting coincidence - the first serious modding project I made together with Dioxine was a megamod for Call to Power I, "Forever Future". If you are into CtP, then you check out this (https://apolyton.net/forum/other-games/call-to-power-1/244225-ctp1-forever-future-1-7-has-been-released) - I guarantee it's worth it (contains the link).

X-files AND X-com just makes so much sense, i can see why you wanted to explore that.

Yeah, and I hope I didn't fail too much... Since opinions, ehm, vary. :)
Title: Re: Too much research...
Post by: ZakG on November 08, 2020, 08:40:53 am
That sounds great, and also an interesting coincidence - the first serious modding project I made together with Dioxine was a megamod for Call to Power I, "Forever Future". If you are into CtP, then you check out this (https://apolyton.net/forum/other-games/call-to-power-1/244225-ctp1-forever-future-1-7-has-been-released) - I guarantee it's worth it (contains the link).

Hey thx :) I loved CTP when it came out, it was the right kind of spin on Civ for me at that time and i had moved onto CTPII (bad AI!) when i got into modding, so had not looked at any of the CTP mods. I'll look for my CD of CTP and make some time to give your link a go :)

I did not know about UFO: Exteraterrestrials either, was that not related to the other UFO games (Aftermath etc)? I found that series too 'action' focused (as i do the new Fireaxis Xcom games) in general and as typical for games of that era the 3D camera angles had to be fought etc. Anyway another new game to look into (with the mod you mention obviously!) when my run(s) of OpenXcom+The X-com files finds a pause.

Considering how small a space (2-3years) in game time you have to squeeze the 'X-files' influences in, and the changes in the game process to fit those kind of changes (i mean you basically bought in the 'factions/sects' aspect from X-com Apocolypse and grafted that nicely into X-com, and it feels more natural and organic than that game did to me!!) and the different kind of 'flavour' you've been able to create from that.......i'd say (from my 12hours or so playing so far (i've re-started twice just to test stuff!)) that you have pretty much nailed your objective. Obviously nothing can be perfect (unless you build a game from scratch yourself etc!) but it is quite amazing what you've managed to do here. It's tough as nails often (those undercover missions kick my butt nearly every time so far!) but i'm making progress and starting to better understand the path forward to 1999, what to take on and what to leave alone etc :)

Title: Re: Too much research...
Post by: Solarius Scorch on November 08, 2020, 06:05:51 pm
Glad it's working out for you, I hope later stages will also be fun.

And as aside note, I really really like UFO: Aftershock. It's obviously not X-Com, but I enjoy its combat system very much and I find it super fun! Especially with Okim's ACM mod, which really expands on your options.
Title: Re: Too much research...
Post by: ZakG on November 08, 2020, 06:46:57 pm
"Not enough research" was my common complaint of other X-com games (or just having one base etc etc). The Meta game in the original games were just so perfect for a young hungry mind to get really into back in the day ;)

Oh also i forgot to mention the Terror from the Deep influence you also put in this new starting period (to go along with the 'sects' stuff from Apocalypse). It's a really nice nod to those games and all fits nice and neat in this new Xcom Files parcel.

---------

Edit a little later added question on the theme of this thread in general:

Q: Why have these items appear as topics to 'research':

1. Wrench
2. knife
3. Iron pipe
4. Wooden club
5. Baseball bat
6. Pitchfork
7. Money
8. Money briefcase
9. crowbar

Do some of those require a research 'unlock' to other things? Not all of them though, so do you research those 'redundant' items or leave them be? I tend to be a bit OCD with game offerings, so i find it hard not to research the Iron Pipe for example, even though i know it leads to nothing? I like to clear it off the list.
Title: Re: Too much research...
Post by: Bananas_Akimbo on November 11, 2020, 10:30:44 pm
Mundane items such as the pitchfork typically don't lead to any further research (besides aquisition of the same item). You only get the benefit of knowing their stats and getting some score through research. On the other hand, such items also tend to be very quick to research. It is up to you.

I always wait until I have some more scientists, before tackling these topics. In the beginning, even a single research day spent on non-essential stuff is unattractive to me.
Title: Re: Too much research...
Post by: tarkalak on November 12, 2020, 10:27:38 am
Do some of those require a research 'unlock' to other things? Not all of them though, so do you research those 'redundant' items or leave them be? I tend to be a bit OCD with game offerings, so i find it hard not to research the Iron Pipe for example, even though i know it leads to nothing? I like to clear it off the list.

The Iron Pipe is a pretty good stun weapon, if you don't mind wounds and occasionally killing the suspects.

Most of these and weapon acquisitions cost 2 scientist-days (so between 1 and 3 days after RNG). I just drop one of my scientist to do these for the points.

There is a weapon that takes ages to research and leads to things but it isn't a mundane equipment.
Title: Re: Too much research...
Post by: Jimboman on November 12, 2020, 04:57:58 pm
I really really like UFO: Aftershock. It's obviously not X-Com, but I enjoy its combat system very much and I find it super fun! Especially with Okim's ACM mod, which really expands on your options.

I'm an 'Xcom/UFO' geek and I've played pretty much most of those Julian Gollop types of games from Laser Squad onward, so here's my 2-cents worth.

XCOM/TFTD are timeless, considering I'm still playing modded XCOM games (Xcomfiles and Piratez) after what, 30 years?  Apocalypse could've been great if the real-time system was used on a UFO/TFTD type globe though instead of one city.
I didn't play any XCOMs after Apocalypse though, so I don't know what Interceptor etc are like.

Extraterrestrials is an xcom clone, and like Solar says is better with the UNIMOD.

Aftermath/Aftershock/Afterlight - Aftermath is 'meh', good for what it is but no long term playability due to the mostly scripted missions and much too 'samey' maps.  Aftershock, with a few mods, is better as you need to use tactics in some missions and it's not just 'run for the prize and kill everything in your way' like Aftermath.  I've never got past the Starghosts to finish it though!  I found it hard to get into Afterlight at all as it's really different to the other two, so I've never really played it beyond one or two missions.

I haven't played the 'new' xcoms because once I heard 'console type game' it turned me right off.

Edited to break-up a wall of text!
Title: Re: Too much research...
Post by: Charly1 on November 12, 2020, 07:59:34 pm
I think my favourite "battlescape" was probably Apocalypse in real time. I did like the idea of a cityscape, but it was clear it was merely functional, and most of the cool ideas did not get implemented.

It is the first game where you could use some real tactics (without it taking 20 turns to flank the baddies). Seeing a popper charging toward a squad during that first week was a stressful 3 seconds.

I also loved the base defence missions (feet up...)

I dont think Apocalypse gets the love, probably because it does not work as a turn based game (the maps were too big). But Its admirable they tried something different, even if it did not quite work.

As for Laser Squad... Ahhh the Commadore Amiga. I loed the mission where you have to defend a moonbase from some robots (or something,,,) Had an "Aliens" feel to it.
Title: Re: Too much research...
Post by: Jimboman on November 13, 2020, 03:08:39 pm
OMG, the poppers!  I lost a lot of guys the first few times I saw those.  The best tactic was to use stun weapons as then they didn't explode :).


I played Laser Squad on an old Amstrad CPC464 with a 4-track tape drive!  It took about 15 minutes or so to load a mission!

I tried playing it recently on an emulator and was frustrated by the whole weapon set-up stuff before the mission.  I can't believe how dated it's looking now.

On the same note, I've played the original TFTD in DOSBOX and it's just as good as before.  And as f***ing scary when you play it on a 22" screen with the lights out and are hunting the last Lobsterman in a base...
Title: Re: Too much research...
Post by: Empiro on January 13, 2021, 03:29:02 am
Does researching weapons like the pipe give you the same monthly score as (let's say) a Plasma Pistol? In my game, I had a few months where I did spring cleaning on research topics (basically 1 scientist each on tons of cheap topics), and I remember that my end of month score was absolutely insane. If nothing else, it's a good way to get a big boost on your funding early on.
Title: Re: Too much research...
Post by: Finnik on January 13, 2021, 04:04:37 am
I'm an 'Xcom/UFO' geek and I've played pretty much most of those Julian Gollop types of games from Laser Squad onward, so here's my 2-cents worth.

XCOM/TFTD are timeless, considering I'm still playing modded XCOM games (Xcomfiles and Piratez) after what, 30 years?  Apocalypse could've been great if the real-time system was used on a UFO/TFTD type globe though instead of one city.
I didn't play any XCOMs after Apocalypse though, so I don't know what Interceptor etc are like.

Extraterrestrials is an xcom clone, and like Solar says is better with the UNIMOD.

Aftermath/Aftershock/Afterlight - Aftermath is 'meh', good for what it is but no long term playability due to the mostly scripted missions and much too 'samey' maps.  Aftershock, with a few mods, is better as you need to use tactics in some missions and it's not just 'run for the prize and kill everything in your way' like Aftermath.  I've never got past the Starghosts to finish it though!  I found it hard to get into Afterlight at all as it's really different to the other two, so I've never really played it beyond one or two missions.

I haven't played the 'new' xcoms because once I heard 'console type game' it turned me right off.

Edited to break-up a wall of text!

lol, your opinion is so close to mine =) tho I never played Extraterrestrials with UNIMOD. And also I would like to mention, that to me Aftermath had shocking lore (probably because I was a teenager back then when I was playing it, but I only finished it to know the end of the story). And you did not mention Xenonauts =)
Title: Re: Too much research...
Post by: Solarius Scorch on January 13, 2021, 01:20:27 pm
Does researching weapons like the pipe give you the same monthly score as (let's say) a Plasma Pistol?

No, point rewards vary wildly between research topics.

But focusing on research in general is good for your score anyway.
Title: Re: Too much research...
Post by: Corento on January 15, 2021, 02:16:10 pm
the reasons for research of simple tools:
- kids (now soldiers) from towns never saw a pitchfork, so they have to test it for two hours on prisoners
- stubborn and narrow focused people never got an idea that metal pipe can be used other way then in water supply - test on prisoners needed
- wooden club and baseball bat can by also used to play different "games" - best to play with ..... prisoners
- knife can cut, stab, spread on bread anything, throw - why no to test what else can be done with them
.... :)

What I love on this game, and why I think is better then any game created after is freedom - bases, air battles, looting = how to use things more ways - you can have anything in any slot(s), you can have ten weapons in inventory, or 43 grenades, or just a packmule carrying stuff for others. And if one soldier has grenade, but that grenade is necessary to use on other side of map/your line of soldiers, you can just throw it to another soldier, and another, and another... and "transport it" through the map. Tons of posibilities comes up with this freedom. (I know there are some exceptions from I wrote here, but generally it´s like that).
And no "perks" and soldier roles.... that´s the thing I never understand in newer games. It is a little bit easier (lesser micromanagement), but also very limiting. Perk are like cheating - free moves or attacks...never like that.
The original XCOM games where perfect, but this mods you created here made them phenomenal. One thing what I would like to see here is rotating the stuff in inventory ("playing tetris" like in Escape from Tarkov for example).

Any other modern games are limited many ways, just to bait more buyers (not gamers), games are less complex, lot of times with unlogic mechnics as was mentioned here few times. Lately I have played Phoenix Point, and I was firstly affraid that it will be another clone of Enemy unknown/whitin games. It is but fortunately is much better even without mods, but still not better then orignal Xcoms (still much smaller freedom). At least I was suprised and have fun to play it (even not finished yet).
Title: Re: Too much research...
Post by: tarkalak on January 19, 2021, 02:50:11 pm
the reasons for research of simple tools:
- kids (now soldiers) from towns never saw a pitchfork, so they have to test it for two hours on prisoners
- stubborn and narrow focused people never got an idea that metal pipe can be used other way then in water supply - test on prisoners needed
- wooden club and baseball bat can by also used to play different "games" - best to play with ..... prisoners
- knife can cut, stab, spread on bread anything, throw - why no to test what else can be done with them
.... :)

What I love on this game, and why I think is better then any game created after is freedom - bases, air battles, looting = how to use things more ways - you can have anything in any slot(s), you can have ten weapons in inventory, or 43 grenades, or just a packmule carrying stuff for others. And if one soldier has grenade, but that grenade is necessary to use on other side of map/your line of soldiers, you can just throw it to another soldier, and another, and another... and "transport it" through the map. Tons of posibilities comes up with this freedom. (I know there are some exceptions from I wrote here, but generally it´s like that).
And no "perks" and soldier roles.... that´s the thing I never understand in newer games. It is a little bit easier (lesser micromanagement), but also very limiting. Perk are like cheating - free moves or attacks...never like that.
The original XCOM games where perfect, but this mods you created here made them phenomenal. One thing what I would like to see here is rotating the stuff in inventory ("playing tetris" like in Escape from Tarkov for example).

Any other modern games are limited many ways, just to bait more buyers (not gamers), games are less complex, lot of times with unlogic mechnics as was mentioned here few times. Lately I have played Phoenix Point, and I was firstly affraid that it will be another clone of Enemy unknown/whitin games. It is but fortunately is much better even without mods, but still not better then orignal Xcoms (still much smaller freedom). At least I was suprised and have fun to play it (even not finished yet).

Yeah, I agree.

I played vanilla Nu-COM 1 and Nu-COM 2 with Long War 2. And yeah, the perks ruin a lot of it in the later game. Long War 2 is still a lot of fun, it adds a very interesting strategic game on top too, but I will never even try to play any of them without such a mod, ever again.

It would be great if there was a mod to just trash the perks and give you cheaper soldiers. Phoenix Point unfortunately refuses to run on my computer, but from a few videos, it seems to be the same "super chain combo" thing.

From the Aftershock, etc. games I only played Afterlight and it was fun.
Title: Re: Too much research...
Post by: Corento on January 22, 2021, 02:20:52 pm
Yeah, I agree.

I played vanilla Nu-COM 1 and Nu-COM 2 with Long War 2. And yeah, the perks ruin a lot of it in the later game. Long War 2 is still a lot of fun, it adds a very interesting strategic game on top too, but I will never even try to play any of them without such a mod, ever again.

It would be great if there was a mod to just trash the perks and give you cheaper soldiers. Phoenix Point unfortunately refuses to run on my computer, but from a few videos, it seems to be the same "super chain combo" thing.

From the Aftershock, etc. games I only played Afterlight and it was fun.

I feel the same, without Longwar it wasn´t fun but frustration. And it did not make sence a lot of time.
There was a mod removing all the perks and roles, and allowing use of any weapon for any soldiers, but when I try to find it again last year, I have no luck :(. I would like to try it definitely.

From time to time I´m playing Aftermath, Aftershock, Afterlight, but first two are limited to the moding. Afterlight has more mods, I like  LCD wide resolution mod.

Title: Re: Too much research...
Post by: Solarius Scorch on January 22, 2021, 04:57:52 pm
ACM Mod (by Okim) for Aftershock makes up for almost all its limitations. :)
Title: Re: Too much research...
Post by: Corento on January 25, 2021, 04:54:04 pm
ACM Mod (by Okim) for Aftershock makes up for almost all its limitations. :)

I will check it, thank you.
Title: Re: Too much research...
Post by: Jimboman on January 25, 2021, 05:16:51 pm
You can find it here:

http://www.strategycore.co.uk/files/ufo-aftershock/mods