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Messages - tris85

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1
The X-Com Files / Re: Gun Kata requirements?
« on: February 23, 2024, 10:23:19 pm »
One more question: will Gun Kata even exceed the maximum if it hasn't been reached the time you did that modification with the agent?

2
The X-Com Files / Re: Gun Kata requirements?
« on: February 07, 2024, 11:47:42 am »
Erm ... Ok, maybe - but just maybe! - when I wanted to prepare a savegame for you, making it as easy as possible to comprehend, I noticed that my top squad just wasn't in the base but somewhere in a vessel on the globe right now. But just maybe!!  :-X

So let's make it a short discussion about Gun Kata in general now  ::) Will sanity become super important in late game? Never been there (farest so far is Hybrid bases) but to me it feels like: having enough soldiers can compensate it and I'd go with the accuracy?

3
The X-Com Files / Re: Gun Kata requirements?
« on: February 07, 2024, 01:00:49 am »
Will sanity become that important (in late game?). Right now ... yeah, you should keep an eye on it! But to me it feels +5 above max accuracy sound pretty good!

Never the less ... so whats the reason I cannot use it?

4
OXCE Support / Re: Reverse-sort soldiers
« on: February 06, 2024, 05:51:22 pm »
Super cool, thank you so much!!

5
The X-Com Files / Re: Gun Kata requirements?
« on: February 06, 2024, 05:50:06 pm »
Hmmm .... No, I just have the simple X-Com Bio-Enhancement

6
The X-Com Files / Gun Kata requirements?
« on: February 06, 2024, 03:28:04 pm »
Hey, it seams like I can only "apply" Gun Kata on soldiers not having their max values already. Is this correct? Reading the text I thought it could push their maximum values even by 5%.

But thats just an assumption! To me at least it seams like my maxed soldiers aren't available on the list.

7
OXCE Support / [Solved] Reverse-sort soldiers
« on: February 06, 2024, 03:26:14 pm »
Currently I am able to sold soldiers by their attributes (strength, accuracy etc.). But that causes them to stand in reverse order in the vessel. It would be cool to reverse-sort them by that attribute, if it gets clicked again (like e.g. grids do).

8
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: November 17, 2023, 02:18:55 pm »
Sorry but I can't imagine how this should work in an SU IM game. 300 scientists cost 13.500.000$ per month! No chance you earn this in SU in the beginning of 1999. And that's just the scientists cost! You need bases, planes, agents, engineers ... I'm not quite sure if this works without playing a totally perfect game (by saving / loading).

And sure you could sell equipement etc. pp. (what I surely does; I just keep one of every plasma etc. for future research) but you cannot make around 20 Mios / month in an SU game at the end of 1998. Or at least ... it's just beyond my imagination  ;D

9
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: November 16, 2023, 10:51:10 am »
350 scientists?! In the early game? Are you serious?!  :o One of the prior games was abandoned due to too heavy research: Nothing left to research and way too expensive salaries! We ran out of soldiers / equipement. So we decided to do a bit less research and have more soldiers training. Imho our balance right now is quite good (even if there could be a bit more research, yeah!). By the way: we got many alien technologies right now that can't be researched - whats their dependency? E.g. sonar pistols, plasma weapons etc..

But yeah, many dogs it is! Haven't seen the forest because of the trees! We're playing in a mode where we are counting losses and the one with more losses has to pay lunch the next day. So losses always were quite unacceptable. But we need to get maaaany negligible dogs (that don't count for our lunch  ;) ) clearing the first floor so our good troups can come down safely, spread smoke and so on. And the income of a base surely covers the dogs costs! Thank you so much for that great idea!

10
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: November 14, 2023, 04:53:31 pm »
Don't get me wrong! I'm not blaming this mod to be too hard! I love too hard! In my opinion base fights just feel a bit ... misconceived.

Never the less ... yeah, we're probably a bit late in research. But still I guess as fast as we could be! We got 7 bases around the globe and with every monthly income our income increased so far. Never the less by the mid of '99 we're only researching with 80 scientists. Couldn't afford more until now. Money is really a hard limiting factor! But I like it! Feels pretty competitive. But yeah, no Raven / Thunderstorm in sight.

We sure needed to spend some money on soldiers. Could have had (even) less losses and more research. But all in all I guess we're not that far behind. Ok ... So bases ARE just reaction barking / shooting for 10 turns ... Thats how it is I guess.

11
The X-Com Files / Ok so ... How is superhuman to be played?
« on: November 14, 2023, 12:17:46 pm »
First of all I really need to say how much I love this mod! Such an awesome work - so much fun - so much appreciation! A friend and I are ... at least trying to ... play it on superhuman ironman. Sure, it is super hard - but that's what it's supposed to be. We do like competitions  ;) Played all of the old stuff again and again on highest difficulty without allowing ourselfes to save / reload. We started this mod some times again until we said: OK, now we've got it - and brought it quite far I guess. We're just allowing ourselfes to check new mission types for the "idea" (just take 2-3 turns, copy back, than we go "live").

But at our current state it feels like we're maybe too late in the tech-tree (what I can't believe) or the game concept just ... is a bit lagging.

First of all we're facing many UFOs we don't have ANY chance to intercept with our helis and one Arrow. We just wait for them to land, start the mission and almost every time immediatelly take of, since our poor weapons too have NO chance against thoes ... one eyed dudes (don't get their name right now). It feels a bit desperate ... but yeah, aliens are attacking the earth! We will get better weapons, it might be desperate in the beginning ... so ... cool for me. Just not having any chance to intercept them is a bit hard (meaning too hard  ::) )

Second problem are the Hybrid bases. Protected by UFOs we first need to trigger and flee. Still OK for me. But my main point of criticism is the base mission than. We are starting in the middle of many strongly armed soldiers. There is no chance AT ALL to even leave the starting point. Everywhere way too many opponents right next to us with full TU just waiting for a reaction shot. And even attacking them the next turn is suicide. We need our TUs for reaction shot. So the best is to just stay on the walls in the lading room, skipping turn by turn hoping every opponent gets killed by reaction not being able to shoot our soldiers. It actually works most of the time. But that really doesn't feel like gaming any more. Am I mistaken here? Are we maybe doing something completely wrong? If we were starting a bit offside we could capture rooms and have a nice fight with the Hybrids. But right now it just feels like a messy game design (so sorry for saying that!  :-X). And I really don't see any chance in leaving the room. Like ... totally no chance  :'(

12
The X-Com Files / Re: Reasons for building X-Com HQs
« on: November 14, 2023, 11:59:52 am »
Super cool, thank you for your answers!

13
The X-Com Files / Reasons for building X-Com HQs
« on: November 12, 2023, 11:29:02 am »
HQs are just awesome expensive and I don't really get their value. The virtualized one now costs me 4 millions - is it really worth it? Is it even necessary to build more than one in any base? To me it seams like it is just a super expensive lab.

14
The X-Com Files / Re: Alenium shards
« on: October 23, 2023, 12:16:57 pm »
Argh, too bad! I tried to pick up "anything" but it was a 2x2 AI and I could only check the upper squares since my TU were to low to up something up from the lower and leave the same turn. It even was a quite trained AI ...  :'(

Never the less: game is pretty advanced already... At least I think so? First ETs around the globe and Hybrid bases here and there. Whats the best chance to get new AIs? And are they required in late game? Sound like they are pretty handy as "Sectopod Shields"? But than at least the training isn't that necessary.

15
The X-Com Files / Re: Alenium shards
« on: October 23, 2023, 02:33:36 am »
And can it somehow be "picked up"? Guess thats not possible? Playing Ironman on the highest difficulty it came pretty handy to be able to restore AIs. That makes them pretty hard limited. Are the a game changer? Or can the game be played quite good without them?

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