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Messages - Xylon666Darkstar

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46
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: January 05, 2023, 05:14:52 am »
I'd love me some more counter-action in some way or form in these years/missions by the MiB. Or more MiB conflict in general, and knee deeper with them during Alien Invasion phase.

47
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 25, 2022, 11:18:01 pm »
Do red dawn and dagon manors upgrade to an advanced tier like Exalt and Black Lotus do?

48
The X-Com Files / Re: Tritanium matrix research issue
« on: December 15, 2022, 06:25:34 am »
Yeah, having alien bases to farm Supply Ships was already pretty abusive even before Tritanium Foundry if you plan it right and score survive to that level of gameplay tbh.

49
The X-Com Files / Re: Tritanium matrix research issue
« on: December 13, 2022, 09:47:17 am »
Spoiler:
Alien Colonies(established via Infiltration.  Not Alien Bases)
MiB Bases
Lunar Orbital Base Mission

50
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 13, 2022, 02:41:02 am »
The custom VSS has been minus 20 because it's already powerful with the stats behind it.

51
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 10, 2022, 09:31:44 pm »
Also if anyone could answer or share their POV, is there any benefit or detriment monthly to unlocking extra missions/branches through research before completing previous? Such as
Spoiler:
unlocking Hybrids, Syndicates, Dagon, etc before completing/eliminating the cults.

Mainly wondering if their impact mission pop up RNG monthly or not by unlocking them.

52
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 10, 2022, 09:21:51 pm »
Hell ya 2.7 what a perfect timing to have come out still in my early new campaign!  :)

53
The X-Com Files / Re: Nations stop funding - Defeat
« on: November 07, 2022, 08:32:10 pm »
I don't mind the RNG events, positive or negative.  More occurrences would be fun from my POV of the game. If possible, maybe have them triggered/script as an RNG flag resulting from certain missions/activities, if they aren't already. I don't expect this engine to be capable to have RNG that can be affected by your actions like MOO/MOO2.

I see them as flavor to the world/lore regardless of the outcome. More will always be better to me, long as they fit/make sense to the game. Unfair or not. :P

54
The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: November 07, 2022, 05:26:57 pm »
Replaying this has always been a pleasure, as usual,  going 3 years. Started a new campaign just this week after a year from previous.  ;D

55
The X-Com Files / Re: Cattle mutilation maps
« on: April 18, 2022, 06:37:32 pm »
Have lived several years in rural land in state of Nevada where farms and livestock are a common and varied sight, I can confirm that cattle do and can wander. They're not securely and obediently compliant to where they're fenced in. If they can, they will wander outside the bounds into wilderness.

Map terrain changes imo didn't need to be fixed, the varied assortment was just fine.

56
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 02, 2021, 12:02:48 am »
The main issue that I have with the scout-sniper mechanic is that if any of your agents hit an enemy, then all enemies "see" that agent. So your agent can be way off in the corner of the map, at night, covered in smoke, but if they hit an enemy, then the AI snipers can all light him up. This aspect both feels extremely unfair and is really confusing to the player.

I was watching Yeti's old X-Com Files streams, and he keeps thinking that enemies have ridiculous night vision and thermal vision because of getting fired upon in those kinds of situations.

Most of the tier 2-3+ Cultist enemies (particular Exalt and RD) have greatly enhanced night vision by their design (lore reason: Bio-Enhancement/Alien tech/Equipment). That, and the aliens majority all have varying degrees of good-excellent night vision compared to yours.

Short of taking LOS cover after your shot, being counter-sniped is unavoidable since the enemy actively scout-sniper spots for each other. Dogs + my own snipers + run command helped a lot to deal with them.

57
Just a little detail: the images you posted above actually show that you were not using the Terrain Pack during that game, since the Pack's additional cities are not displayed on Geoscape.

Check this thread for Nightly Changes discussion.

Isn't the terrain pack within the FMP mod? Having that enabled, should enable it, yeah? I don't see an additional option for it otherwise in the mod options.

58
Different nightlies, I've restarted my games, hence the two different campaigns I mentioned. Perhaps what was previously stated as something to do with no terror missions? It is true I never once see the pink marker applied/assigned which would enable the terror sites. The lack of being the cause within the ruleset, as to the cause within the coding somewhere?

59
That could be the reason then, yeh? The only mod I am using w/open xcom + updated nightly's is FMP. And presumably, that terrain pack or even FMP itself hasn't been completely updated alongside the nightlys?

60
I shouldn't be going months to a year w.o terror sites, except random MiB ones that don't even land in cities. I have been completely and thoroughly avoiding shooting down iris and letting them land, small and large, and have never experienced terror sites in openxcom.

See save file/images. It'll land on a city everytime, but never as a Terror.

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