Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Akamashi

Pages: 1 ... 8 9 [10] 11
136
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 10, 2022, 07:38:52 am »
Well, if you ever needed debug mode, then bughunt mode was definitely called for in case you wanted to avoid cheating. :P

Otherwise, the origins of this feature were the OG aliens who loved to hide in some corner of a tiny shed when everyone else had been killed, and the TFTD cruise missions with their 'I will hide in this cubboard all day' critters. It certainly 'made sense' there.

I've also had instances in XCF where bughunt mode has been beneficial, like a ninja strolling in the woods after every other Lotusite has been terminated and I have no scanners on that mission (early game, mostly). Or I missed a sweep due to wacky LoS and some enemy managed to wander off into some labyrinthine building. Or decided to hang out on the map's edge.

Granted, my bughunt mode is a little bit customised, and as the game goes on and especially as psi-vision and scanners come online this is much less necessary.

I've had similar cases with assassins. I perceive it as part of the role-play. Assassins are the main trump card of the lotus. They always cause huge trouble, and often change the game.

If my agents get into an extraordinary situation, I just evacuate them. Sometimes I even use it not quite honestly. For example, the embassy of hybrids. The person above made fun of me, but he doesn't understand the salt of the game at the iron man difficulty level at all. The hybrid embassy is the simplest and safest mission if you fly into a rep with automatic doors. And the reward is just fantastic. For one embassy 20m ~ $, Batarians, ai fragments, alien data. This is the revolution of the whole game. I fly to every embassy up to 10 times for leveling up characters, and for stealing ai fragments. I will never attack the Exalt mansion until it becomes an embassy.

When you get used to playing at the Iron Man difficulty level, the game becomes completely different forever. Problems do not upset, but only become a riddle, which is very pleasant to solve. I conquered my first alien colony only the third time. The first two times I lost my two best teams. It was very dramatic and emotional. Now I am preparing a second attack on the Ethereal base. And I'm not confident in my abilities. But the preparations and the waiting excite the blood in my veins.

And about the search for the last alien, and tftd... This was the last time when I was a child. In oxce, all locations are 4 times smaller than the original locations of the TFTD DOS version. When I passed tftd two years ago, it was an easy walk. The hardest thing is to kidnap Gilman and his corpse on terror. The rest is just fun with underwater blasters and psi disrupters.

137
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2022, 09:09:27 pm »
Bughunt mode already has a bunch of conditions, both in XCF and in general. The turn number is the minimum needed, and works in conjunction with rank and "helpless due to not spending enough TU" limits. Morale threshold seems to be disabled for XCF.

Enemy limit is in, bughunt (in XCF) won't trigger if more than three enemies are still active.
Removing the turn counter is already possible. Map tile stuff would need to go into OXCE suggestions, I guess.
In fact, this makes very little sense. I play cf a lot of the time, and I have never had a difficult situation with finding an enemy. Isolated cases that the debag mod perfectly copes with.

138
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2022, 08:47:11 pm »
Excuse me, but this is not "incredibly careful" play. This is incredibly cheesy play. Something that openxcom developers and modders try hard to eliminate.
I understand you've never played on the Iron Man difficulty?

139
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 08:41:03 pm »

If it bothers you so much, why not simply change it?
I have to find out if this is necessary.

140
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 08:13:10 pm »
Givne that "the game" is not balanced with ironman or higher difficulties in mind I don't think this an issue, even more so because you can't these turn limits to difficulty or ironman being enabled.

If it bothers you so much, why not simply change it?
It doesn't matter if the game is balanced or not. On the difficulty of Iron Man, the game is 1000 times more magnificent!

141
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 07:49:24 pm »
Actually, I'm wrong. :-[ Sniping fortunately does not get activated with cheatTurn. Though spotters having some more incentive to move towards you might tip it a little against you. Since it takes just one spotter, and virtually all gun-wielding aliens are spotters, as are a whole lot of tougher human enemies.

But psi attacks and Blaster Launchers are a real concern. Otherwise, it's just a bit more likely to push aliens towards you, and is generally more beneficial to X-Com than its enemies.


If you really hate it in an ironman run, raise 'cheatTurn' to something like 30, 40 or 50.
The funny thing is that I don't really know how it works. This may turn out to be hypochondriacal. First of all, we are concerned about the situation with large missions of cults. And especially night missions. Psi attacks are nonsense. On a mission with ethereals, I have dudes of 90+ psi powers.))

142
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 06:10:46 pm »
No, you need to start worrying more. :P They can now snipe you from anywhere there's LoF without needing spotters, and mind-control you as they please (subject to range penalties, IIRC).

Whether that's enough to tip any kind of balance scales, IDK. I usually manage to start winning long before then, if I ever do.

I imagine there might be some special cases where you camp and camp and camp, and then suddenly 30 angry cultists start rushing you and taking potshots like crazy.

I'm playing on a iron man difficulty. Without the ability to saveload. The whole game is played incredibly carefully from hiding places. 20 turns on medium and large missions is still the very beginning. Often missions last for 50+ turns. For example, on a hybrid embassy mission, I don't leave the respawn for 50 turns at all. The mechanics of the 20th turn are perceived as something very dishonest and completely breaking the game.(((

143
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 05:27:37 pm »
I can only say that I've been playing OpenXCom Extended for several years now, also modding it of course, and I still don't understand how this feature works... And frankly, I never cared. :)

What I can say from observation is: if this "bug hunt" feature happens, then you have already won. I can't remember a single time where it actually helped me win.
So we are not talking about the error search function, not about highlighting enemies on the minimap. Conversely. On the 20th move, a frenzied enemy psi spam always begins for all agents, even those that no one could notice at all. There is one opinion that this phenomenon also gives an unfair advantage to the enemy in the form of visibility of all agents. Indoors, at night, everywhere.

144
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 08, 2022, 04:31:17 pm »
As to the aliens becoming or not seeing your agents, the prevalence of snipers and spotters in XCF makes 'having been spotted' and 'being seen right now' a lot less of a distinction than you might think after reading Meridian's post.

I don't know much English. The translator translates this paragraph ambiguously. But as I understand it, I can exhale and not worry too much about the 20th turn?

145
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 07, 2022, 12:31:37 pm »
I found out that after turn 20, all agents become visible to all enemies. It explains a lot, and it totally sucks in terms of gameplay. I really wish xcomfiles didn't have this weird timer.

146
The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: October 25, 2022, 04:03:26 pm »
I'm not sure if I have the right to write something like this, but I will. I had the mission of vampire castle. In my humble opinion, this mission should not be in xcomfiles in the form in which it is. I assure you, I tried to consider this "fortress" in every way, I always saw only a gray dump. There is no way at all to determine where the wall is and where the floor is. Where is the staircase, and where is the decoration. The quality of implementation is very disgusting. I would really like to have good content in this mod, and not see upsetting. My advice is that the vampire castle in the current implementation should be removed so as not to spoil the overall quality of the content.

I'm sorry that I allow myself such a review without doing anything to create good content.

147
The X-Com Files / Re: "N units in the exit" not shown
« on: August 20, 2022, 03:12:29 pm »
Oh! Mr. Scorch! In any case, I am eternally grateful to you for developing this incredible mod. And even if it looks like a complaint, it's actually just a bug report. The tone in which it was written here only confirms that it is impossible to treat this magnificent game indifferently.

And if on business, then when I pressed the leave mission button a minute ago, then despite the inscription 0 fighters in the evacuation zone, all my agents were saved.

148
The X-Com Files / "N units in the exit" not shown
« on: August 20, 2022, 10:29:08 am »
I play on a steel will. There is no chance of a mistake. In the briefing of the mission with ghosts in the mental hospital, it is written that at any moment you can leave the mission by gathering fighters at the exit. But it doesn't work! If I had known, I definitely wouldn't have gone on this mission.

149
The X-Com Files / Re: XCF Cyrillic Names question
« on: June 15, 2022, 07:47:51 am »
The problem with the names remained after downloading the corrected version on GITHUB. But if you disable XCF Cyrillic Names, then everything is fixed. Is there a chance that XCF Cyrillic Names will work correctly with the main mod?

150
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 15, 2022, 07:28:10 am »
I got it! Mersi!
After checking, I report that it works correctly only if you disable XCF Cyrillic Names.

Pages: 1 ... 8 9 [10] 11