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Messages - opellulo

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The X-Com Files / Re: The final wrench in the cogs!
« on: March 10, 2023, 11:15:28 am »
Err... The wiki linked in the pinned thread? That is invaluable because it shows the triggers to activate the missions and clears other "obscured" information. In my case it was the whole MAGMA requests, i would have normally refused them, but once i saw the BEAST that is the Pulse LMG with chem rounds I obliged quickly. Seriously this weapon is OP: it can kill most enemies with one shot and even laser turrets in full auto... And if it doesn't do the job directly it leaves an enemy so weakened that you can get rid of it quickly (I saw a Sectopod stripped of over 100 armor with a burst!) and it also improves with your soldiers skill which really makes the difference in end-game. Also Very few things in the game have resistance to Chem damage so this thing outshines even Heavy Plasmas and it is available way earlier.

Anyway back OT and to the cause of my pain (my game is 2.7 updated halfway to 2.8 ):
Spoiler:
To build the lunar control room you need the "Alien orbital" tech that it is linked to the Master MiB log which is itself in the MiB lunar base that you can access only once you have hacked alien-MiB communication and to do so you need to interrogate a  MiB commander (which i did... At the second try since the one in the first strike ship was killed by reaction fire) and an Ethereal Commander which, according to the wiki, at this stage only spawns in the Arbiter...
This long series of unfortunate long researches is where i am struck at the moment since the last 4 in game months.

About the Ethereal Order: i only downed a single "gold ship" (after a long chase in Antarctica to make sure it was above land) and the 5 Ethereals inside where no match for the tactical grenade launcher stun rounds (gold shield is very weak against it). I think I am going quickly not only for the low difficulty but also because I stun everything it moves. I was lucky enough to find some synthmuscles in an early Osiron crate, and the 3 sythsuits i made, combined with good melee agents and... Tonfas! Created a one-hit stun combo (for the low cost of 8 AP!) that filled my bases with all kind of specimen.

Anyway it's a great mod, it's unfortunate that some of it's most striking elements are also the most frustrating: another example being the Vampire castle, amazing tileset but frustrating long map! I completed my first castle at turn 35+ (and I think something like 2ish hours) with half of my squad already going mad. So the second time i had to face it i change tactic: I located the knights and the queen, stun them (thanks again Chem Pulse LMG) put them in the backpack to go back home: rendition X-Com style... I mean the Castle doesn't even give you any additional loot to complete it so what's the point of this amazing scenario?

...and someone could please spoil me what are the ghost missions for? Once you have access to lasers they become trivial and there are really not that many uses for ectoplasm anyway. Does the quest improve? Have an end? A final prize?

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The X-Com Files / The final wrench in the cogs!
« on: March 09, 2023, 02:55:56 pm »
Hi Everybody!
First of all i want to thanks the modders for a great mod that sucked me in during the last weeks. Great job everyone!

And now that the introduction is done i want to explain why i will not probably continue my game, the final wrench has struck in my cogs. I understand that the mod idea is to always force you on your backfoot, to risk, experiment and to react to the unknown BUT in this mod there are IMHO two main problems:
- An over reliance on knowing what YOU HAVE TO do... I personally think this mod is unplayable without the wiki.
- Be at the mercy of the RNG in creating the missions you need.

I appreciate the "quest like" structure of the missions but if the mission you need don't pops out you are effectively struck without your fault. For example in my game (Veteran difficulty because time is scarce) I am curently in July 2000, i got an avenger, a Tormentor, lots of stormtrooper armors, helix knights and plasma in all the variants. I concluded all the cults obviously plus the Cyberweb missions, mummies, Golden Academy (10 kills with a single missile, funny times) Syndicate and Shogg so i only have left underwater and phantoms as side missions.  That would not be bad if i wasn't also struck in the main line: I got a MiB commander and a Floater one (I had put out fire on him, funny story) BUT to continue for the space quest aparently i need an Ethereal commander which spawn ONLY in the Arbiter mission that so far, refuses to show up... And then, yeah you have to down it and hope to stun the right ethereal since the commander is visually like the others. It has been 4 month since i (suppose) met the triggers but yet no Arbiter, only hybrids, ghosts and small ufos.

It's grindy and quite boring, i understand the Lore reasons but if this mission it's so critical isn't there a way to force it to spawn?

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