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Messages - Enoch

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I like playing X-Com modpacks in a laid-back way, researching and carefully reading every little piece of tech I can. So when I saw the "affects game progression" sign on something, I tried postponing it as long as I can.

I can relate to your playstyle, and it's definitely possible to play X-Com Files that way, except for that last part.
The good news is that's a pretty easy adjustment to make. When the mod displays this warning it's easy to assume that by completing that kind of research, you'll either lose opportunities or get thrown into a difficulty curve you can't anticipate.
That's actually not true: in the vast majority of cases, researching a tech with that warning actually gives you more opportunities (more missions, tech, etc), not fewer. The mod is very explicit about which and when missions will stop spawning, and some mission types will never stop spawning. And as for new mission types appearing, you don't have to do them all, or at all, at least for a time. This mod is a lot more forgiving about skipping missions than X-Piratez, for example.
I think it's definitely possible for you to enjoy your pace, especially on veteran difficulty, but you should look at research with the "affects game progression" warning as something to look out for if you're starting to get behind the curve, as opposed to something you should avoid until there's nothing left. I know my enjoyment of the mod vastly improved when I did.

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I'd suggest maybe "bundle" transformations that would serve as a one-package deal instead of bio-ex, combat pilot, etc., maybe, with lesser yields and less strict requirements, and maybe it's own transformation chains.

You make a lot of good points, and I like this suggestion in particular.
Right now it looks like I've unlocked less than half of the available transformations and it already feels time-consuming to keep track of. Branching transformation paths that act like subclasses in an RPG, each with benefits and drawbacks and with increasing costs and time requirements along said path sounds good.

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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 18, 2023, 09:36:56 pm »
Colonies are bigger than standard bases.
Comparing to Hybrid Embassies is not easy, because they're completely different (other than they are both underground and have similar maps).
It's hard to say for sure, buit I think it's a good place to give it a try.

I'd say Hybrids are somewhat easier, excepting those effin' turrets. But it depends on which alien race you're up against, as always.

Hey, thanks for your answers. I ended up trying an Alien Base, it went very well. I would agree that Hybrid bases are easier, although those chem weapons can be tricky to deal with. And yes, those turrets are unforgiving.

I have another question, I understand it's more OpenXcom related but I'm hoping you can help: when "sprinting" with your agents (as per the alternate movement method available in the advanced options), is it normal for them not to stop when spotting an enemy?
If not, it seems that when I press Ctrl (I use left Ctrl, it's more ergonomic for me), the game also registers it as Shift, making my units not stop when in line of fire of an enemy. Is there a keybinds file I can edit to change either of these bindings?

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One option that would go a little bit in that direction would be to remove the commendations bonuses. In the long run they grant huge bonuses on top of what can be easily achieved by regular experience, making the veterans significantly better compared to vanilla or mods which don't have them. But I doubt that fits in your plans.

Like... remove a significant portion of the game? Is this really necessary? Maybe it is...

Perhaps the solution could lie in a new type of transformation. You'd unlock it in the mid-late game, and it would turn brand new rookies into relatively ok agents that you could at least take into UFO encounters without cringing too hard.
Make it take a very long time compared to other transformations (a month, maybe more?) and have it depend upon dismantling one of the mid-game factions or have it require some sort of semi-rare item or resource. Call it "X-Com Virtual Reality training" or something similar.
If it sounds too strong, you can have it decrease Sanity by a lot so that it can't be used in conjonction with other transformations. Or make it incompatible with all other good transformations, so you can go from fresh recruit to regular trooper easily but can't then turn those regular troopers into true elite agents.

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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 15, 2023, 02:27:26 am »
A couple of newbie questions, since this is my first real playthrough of both this mod and the original X-Com.

- Between Alien Bases and Alien Colonies, which ones are meant to be the toughest? How do they compare to Hybrid Embassies?
I'm currently in mid-2000, and I can fill a Skyranger with competent, 100+ accuracy agents with a few transformations each, outfitted with Cyber Armor, X-Com made laser rifles, alien laser cannons and the like. I have no psionics or similar tricks.
Would attempting to clear a Colony or a Base be appropriate at this stage? Or am I way off?

- I saw that version 2.9 was just released. This might be a very obvious question, but can I simply update OXCE and XCF and then copy my save files over to carry on my playthrough?

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