8
« on: May 15, 2023, 05:02:40 pm »
I'm curious if other folks have any insight into using Brutal AI with X-Com Files; I've heard the siren-song of restarting my own run using it a few times. I opted not to on my last restart because I was still pretty rusty at classic X-COM and because XCF in particular seems like a drastic enough overhaul I'd be concerned about how missions set up for regular AI would run with BAI. It is cool that Xilmi got a chance to tweak it from watching someone play though. (I'm not surprised you had to tweak the guys using peashooters and golf clubs).
As to the mod in general, a few of my own thoughts:
I actually managed to lose my first run thanks to low score, on whatever the second difficulty was called. I'm not sure exactly why; I was very trigger-happy with the Abort Mission button to preserve my agents. I assume I had enough Strange Life Forms missions and maybe a couple of the early harder types where enough civvies died, plus maybe despawn penalties from missions I couldn't reach to tip me over.
There's also the fact that the game can get pretty darn monotonous on the tactical level - if for whatever reason you decide to fall into a holding pattern (research, agent training, waiting for funding), you'll find yourself doing a zillion Cultist Apprehension or Cult Safehouse or whatever missions. This can make seeing the bad end in sight more emotionally draining than engaging.
The absolute bonkers gun porn also doesn't help me with my analysis paralysis; a lot of guns are very samey or clearly outclassed and you have to really dig into the Stats for Nerds screen to see that some can be pretty bonkers or have crippling weaknesses (particularly with regards to armor efficacy). On the other hand I do like that this means there's some randomness to what you outfit yourself with if you luck into one of the good ones. Either my second or third game I got the Winchester 1901 shotgun in a very early mission so I basically didn't have to worry about non-standard weapons while I built out my research and Logistics.
Sort-of back to what the OP was talking about: I think simultaneous the most unintuitive and interesting/fun things about XCF are the absolutely sprawling research tree and its affect on game progression. As I kind of alluded to up top, I restarted a couple of times either because I thought I had dead-ended my research or because I researched too much too fast and was getting harder missions without the firepower (or manpower) to deal with them. Once you start to get a grasp of it you can find that it's actually fairly lenient, I think, as long as you pay close attention to what 'Affects game progression'. I do feel like figuring out where your labs, armor, and transports are on the research tree is pretty critical though.
Finally, as far as veteran agents go - it's absolutely the case. Actual rookies are kind of a joke, which is why you kinda want to spend some time rotating folks out in the very early game (and grinding Reactions on those ubiquitous melee missions), and always have people warming the bench (press) getting ready to replace losses. That and having enhancements online early (like the Red Dawn one). Heavy use of dogs and AI Units (once you find them on the tech tree) also helps preserve those vets.