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Messages - Vakrug

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1
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 25, 2024, 03:45:44 pm »
What should be balanced, then?
(Facepalm) How many times I have to write, that number 1 problem is broken founding??? In order to fix that, first thing to do is to write down how exactly founding is done right now.
only those nations will increase funding, where you have missions completed.
No, this is not how it is right now, already reported about that! If you would play your own game you would notice it too! Right now founding is mostly tied to UFO-s activity and not missions.
And what if founding worked the way you described? Also bad. Most of the world is not part of founding members. Tiny France will never increase founding because it is... tiny and a likelihood of missions on their soil is also tiny.

Less nests? Less nest-spawned broods?
I don't know if it is even possible, but there should be limits of old, medium and young nests count. If you want to declare a player a looser for allowing too many nests to spawn, then do it with an event, and not by crushing players will to continue, like it is now. (I think this problem with nest will be solved automatically if founding was fixed.)

2
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 25, 2024, 11:59:45 am »
It is 2023-10-01 and I am totally burned out, so I decided to halt my current playthrough. (95% probability I will never continue.)
At this point I think that, at least in theory, I can beat this game. Most of my soldiers are specialized mages (level 1) with maxed mana. Human factions are no longer a threat. Most of the world is under radar coverage (that can reveal bases), the rest can be easily patrolled with the balloon. There are 8 old nests. New nests are popping up regularly, but I have no problems taking them out. Sky is filled with red crosses, but my 5 Ravens can prevent score loss. UFO counter is above 1000 now. Situation is under control, but the necessity to play more for at least 5 years before I will be able to take old nests down while constantly shooting off endless swarms makes me terrified. If I will ever continue this game I will probably edit the save file to reduce the number of old nest to 2.

I still think that founding currently is broken and something has to be done to fix that. Although founding is still better now then before 1.0, where player was eventually flooded with money making some parts of progression irrelevant. For example, in my previous game before 1.0 I have acquired impulse weaponry very late. There were no longer useful because I already had access to signs.

Slogan "Suffering awaits" is much more suited for X-Chronicle.

3
I discovered this literally the day before this topic was posted.  :) At least about retreat button.

4
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 06, 2024, 07:24:35 pm »
Come on, it is not Scientists who are expensive, it is utterly broken founding problem! In <1.0 there were too much founding eventually, good that that was "fixed", but not in such a way.
Nests also spawn like crazy like I showed earlier. This can be beneficial, but realistically not.
Counting with 30 scientists...
Form the day one? This can happen only after "Shielded Lab" and not necessary you can afford all of them after that.

5
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 05, 2024, 11:23:19 pm »
Too slow for 2023.
Man, do you even play your own game??? How am I suppose to be faster with such founding:
(Founding)
"Flight glyph"s were around 75% of my income! I am already playing as good as it is possible, because I know the research tree, I know priorities. I won almost every battle or fled (because I already know all enemies (except those pesky elves (RIP no reloading in champagne))), I shoot down almost every craft (that is why I was able to stay above 0 while sky was filled with red crosses). There just no room for mistakes! Right now I have 60 scientists, maybe I can afford additional 20.

6
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 05, 2024, 02:30:12 pm »
Oh, boy! What is the likelihood of this happening?
(Three young nests in Haiti.)
And that is how Americas look like after I finally managed to scan them with a Balloon (and destroyed 3 nests in Haiti):
(Americas)

Don't you think it is too harsh? Definitely was much easier before 1.0. And all of that is with extremely low founding. USA and Canada already left the project, Brazil most probably will follow them next month.
 :(

7
XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« on: May 05, 2024, 11:07:24 am »
So actual latitude have no effect. As I expected.

8
Released Mods / Re: X-Chronicles Release, v.1.1
« on: May 02, 2024, 11:34:49 am »
According to ufopedia Elven Bows are supposed to be unusable, yet I can use them after researching. Extremely overpowered weapon. Also it is strange that Elven Bows have standard training, so they train shooting accuracy, not throwing.
---UPDATE---
Actually every bow have standard training... I guess I should train throwing somehow differently.
---Another UPDATE---
No, bows actually train throwing skill. (A am still bad at reading configs...)

So is it intended that "Battle cocktail" lowers morale of the "doctor", not the "patient"? I mentioned that earlier, but no comments were received.

9
XPiratez / Re: Bugs & Crash Reports
« on: April 29, 2024, 09:16:48 pm »
Because this is not adressed to you, obviously, it's internal Humanist orders to the local commander.
  :o Oh, my! That explains everything... Now I can sleep without worries!
Unrelated question: are there plans to develop this "killing brain is not enough" Zander's statement? That would be super cool.
Another unrelated question: are there plans for an alternative ending for "TITOR" ship? Right now "TITOR" is just a replacement for the "CONQUEROR", but I don't think that current final mission is doable with only 16 people.

10
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: April 29, 2024, 09:05:47 pm »
So, i captured the doctor X in a rather obscure way (graveityball mission) because I expected a super complicated mission to capture her, but what is done is done. What do I do with her now? There are 5 options, and I have no idea what to choose.
Short answer: do whatever you want, none of the choices is very essential for playing and winning the game.
Medium sized answer: Trick her and make her as Knight. Looks like this path currently is the most developed one.
Long answer: Read this https://xpedia.netlify.app/##STR_GDX_011


I only take partial responsibility. I authorized New Cydonia and nerfed its difficulty a bit, but it was created as a mod by a Russian group.
90% of frustration comes from misleading briefing text.

... but I did add something about reinforcements.
Thanks for that extremely vague text: "Merc reinforcements are in hot pursuit after the main group". Better than nothing, I guess.
But what about other issues? Number one problem is the title: "Mars: The Final Assault" , that was taken directly from the base game, where this really was The Final.
Next, "and now he is locked up in his bunker like a spider in a jar!". Such confidence! As if you already can see this bunker.
"Nevermind, Cap'n! Victory or death!" -- another false clue, that this is THE FINAL.

I very, very strongly recommend you to add "serach for exit tiles" into the briefing text. This stage is hard enough even without additional tricking of the player.

11
XPiratez / Re: Bugs & Crash Reports
« on: April 29, 2024, 08:24:47 pm »
I'm not sure what is the basis for your claims. You get the database, then you have to research the mission (which gives you the second text which you imply should replace the 1st). And there definitely is such a mission.
No, there is something messed up with messages, you should check this. After winning an outpost I am getting not "database", but "orders". And these "orders" talks about Zander as if I already know about him. After capturing "database" from HQ I am notified that Zander is resurrected (this supposed to be the first mention of Zander (except random stuff from "old books")). Then I beat Zander in the "Shadow Realm", learn that this was not real Zander, but real Zander also exists and told me that killing "Big Brain" is not enough... Looks like the current plot ends on this moment, but judging from this "strange text" from "orders" there will be some final mission against Black Sun with real Zander fighting on our site...
I cannot explain more clearly.

12
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 26, 2024, 09:36:45 pm »
I can confirm, after 1.1 update it became easier to survive during the second year. Slightly. Right now an article with "new bases -- more responsibility, for now only things around your base matters" is very misleading. Player have to build second base before "Internationalization" in order to survive.
So my advice for those who struggle is, once you discovered invader's base on the other side of the globe, sell all your interceptors, all your scientist in order to stash necessary amount of founds to place your second base with a hangar, living quarters and storage near that invader's base. You can't ignore it for too long.

13
How to Finish Kidonia. Kill All enemyes, what now? How to get to bunker? Where Solar Governor?
Welcome, another victim of Xpiratez author's trolling! The short answer is "Governor is in the another castle". Exit tiles are at the beginning of "maze". For longer answer you can read this:
https://openxcom.org/forum/index.php?topic=5345.msg158977#msg158977

14
Released Mods / Re: X-Chronicles Release, v.1.1
« on: April 21, 2024, 08:54:31 pm »
In that case I have a bug to report.
I started in USA and completed multiple terror and monster hunting missions there -- USA is not raising their founds. (Well, I did received some 250000$ in events.)
But as soon as alien activity started in France, China and Australia, France and China raised founding, but of course I never completed missions there, not reaching.
I can attach a save file if needed. Aren't everyone else experience the same thing?

15
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 07:09:27 pm »
"The council of funding nations is very pleased with your excellent progress, BUT REFUSES TO INCREASE FOUNDING!!!" (Monthly score: 1219)
The funding thing is probably from original X-Com.
I understood what was going on. When alien activity is exactly 0 countries will not increase their funds no matter how well I am performing. As soon as ships start flying some countries decided to donate more.
If seriously, only those nations will increase funding, where you have missions completed.
No, this is definitely not how it works. Not in original game, not in this mod, not in any other mod I tried.

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