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Messages - JDS

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XPiratez / Re: [MAIN] XPiratez - N5 07-Jun-2023 Shadow Descent
« on: June 07, 2023, 07:34:02 pm »
Awesome, thanks!

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Id like to give a bit of feedback too.
About me: This is my first time playing Old-Xcom, but i have exp in New-Xcom and maybe more relevant in Jagged Alliance 1,2 and Deadly Games.
I also started and played through unmodded OXCE and UNXCOM since i took a break from Files - and am now early/mid in my first TFTD run.
Files i played on the second difficulty, one below veteran. The others i played on Veteran.

First, the stuff i liked:
- The mod feels overall polished compaired to the others i played. I realy like that everything is linked to a full description, stats for nerds etc.
- i especially like that i get the combat analysis once i interrogated someone
- I love the atmosphere in the beginning of the game, two Agents driving around in a car, detaining people for interrogation, and then going on to fight cult safehouses once i know about them
- Cant say enough about how much i like the storyprogression, especially in the beginning of the game
- Weapon progression - i like that there is a lot of progression not only in firepower, but also in utility. MG-Licence, Explosive Licence, stuff like MORTAR open whole new worlds every time.
- AI-Units. Love the way they are implemented. I would have loved to have 3-4 More to have one in each base and 2-3 in my Main squad, but RNG wasnt with me this run. Every Tier is either great in utility or Tankiness/Firepower at the time of unlock. It also just feels good that its not wasted XP to use them.

Stuff i dont like:
- Hangars / Missions requiering certain Vehicles. For earlygame its great and i like it, but later on i run out of space. I need a Fighter, a good Trooptransporter (SkyRaider/Kitsune i like most) and a Landrover for Undercover missions - but on some covered missions im also allowed the Dragonfly (or was it osprey?)  - Anyway, i would prefer if there was at least one vehicle less needed. Maybe a research a bit later, after i get the Landrover "Local contacts - you are provided with the biggest fitting vehicle on the missionsight" - so i can just go there with less people on the Skyraider but get the other vehicle on the battlescape.
- Beam Wepons. I was hyped to finally have Laserweapons for my Craft - and was very disappointed that Cannons and Beam are different classes - even the Tormentor cant use Beam, i think its too restrictive to only have them on Alien-Adapted-Crafts.
- Unfair missions. Maybe its because im bad/undergeared/ didnt know each mission before going into it - but some missions felt just bad. Im kind of fine going to a Wild Creature mission, seeing my 2 Agents surrounded by 8 Spikeboars and just leave again, or going to a Cult-HQ with a helicopter and very quickly recognize that i need to upgrade my Transport first - but for example "Cyberweb attacking a member of the council", and other missions where i cant take a look and just leave just felt bad. It feels like it is ment to be played by someone who already knows every missions in and out.
- Alloy/Tritanium, especially in light of having the research ready for Tritanium Ammunition, Tritanium Vests and Tritanium Heavy Suits - but not having Access to enough Alloy to build them. The first thing i did with it was the first fighter jet that needed Alloys to produce - i saved up for it since i thought i need to shoot down ufos to get more alloys. That was all the Alloys i had until the Invasion started. The first Armor i produced because i had enough Alloys were Cybersuits. Tritanium Vests and Heavy Tritanium Suites are useless right now, and Tritanium Ammo is something i sometimes looted from MiB but never produced myself.
- Agents are too Valuable. The Mod is realy hard.  i kind of need God-Agents, fully trained with atleast Bio-Enhancement and TNI to carry decent gear and also hit the 100s of enemies, wich takes ages to get them there. I cannot affort to lose them so i savescummed. A lot. The later i got into the game, the more i savescummed. The earlygame was great. 2 Agents surrounded by Spikeboars, turn around with one to see them, Reactionshot-> Agent dead - lol, thats X-Com, and take off with the other Agent. Fine, just a Rookie easy to replace. But leaving the Kitsune on Turn 2 with one of my Elite-Soldiers, with smokescreen on the ground, 3rd person to leave it got shot from half the map away by a Turret on a Battleship that i hadnt spotted yet - yep, thats a reload. It would take probably multiple month to replace him, and a month in this mod takes longer (Real-Time) than half a full campaign of unmodded XCom. Combined with the need for high sanity, i need to only send expirienced soldiers on hard missions - sanity also forces me to push forward harder, the harder the mission is - wich leads to more death - or reloads in my case.
- Also: FK Zombie Caves & Vampire Castle

I know i rambled a bit about the stuff i dont like, thats because it felt realy frustrating. Sorry about that.
Overall i realy like the mod, and will probably restart it soon.
On my restart i will probably look for a bigger hangar mod, edit recruit sanity to be basicly infinite, and increase startingstats & price of rookies as i progress through the game. I will also start with a Tritanium-Matrix in my inventory.
Hopefully thats enough to not make it a savescumm-fest again.




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Awesome. This solves my question. I rightclicked some items, on the items i tried it always showed "No dependencies" so i didnt know what it means. now i know. Thank you very much.

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Hi, im sitting on a ton of items and im not sure if i need them for anything in the future. How can i find out if i need them for anything? Most of them i already researched.

Alien Alloy Welder
Alien Multitool
Spooky Modern Camcoder
Spectral Corpse Hand
Haunted Hard Drive
Salt Pile
Dino Egg Shell
Alien Communicator
Psychemicals
Hybrid Control Circutry
Deep Ones Comm Device
Ninja Scroll
Lo Wo's Scroll of Secrets
Alien Organ Sample
Alien Habitat (Was unable to research that one. Does it have no research?)
Examination Room
Alien Reproduction
Alien Surgery
Alien Electronics
Alien Food
MIB Enforcer Corpse (Cannot research)
MIB SCientist Corpse (Cannot research)
Chupacabra Embryo
Most Alien Corpses i sold once researched, except Floaters and Drones since i can process them for (micro)-grav-Modules/AI-Armour

I assume i can sell all the stuff?
Alien Electronics, Surgery and Reproduction i am most unsure of, since in my head they may be usefull.
That i need Alien Entertainment i already know.



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