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Messages - termidor

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1
Good thing about the mod is that there is no really that much preassure to get things - so long as you keep your research filled up and expanding it is usually okay, and there is also quite a lot of RNG involve as for example guild stapler can block quite a bit if it doesn't appear in warehouse missions quickly. I would recomend never the less to set some aims, like for example heavy suits or AC with 25mm as they are things that make quite the difference.

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XPiratez / Re: Bugs & Crash Reports
« on: November 18, 2024, 12:18:27 am »
On last version Aztek queen pedia resource is missing, crashing the game when ending the primal canny gal mission.

3
The thing with shields is knowing which type of damage to apply, specially those that bypass then. As it it a reasearch item I'm not going to spoil it, but for beastmasters in particular high powered piercing weapons ( for example light cannon, At rifle) counter then really hard.


Also in regards to the guide, I think it would be worth including two things on the reject the power path: gnomes can be farmed for all their research topics, and the second priest visit needs knowledge of shadowtech, Sivalinga resurrection (so purple lady is a hard require) and voodoo.

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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 25, 2024, 02:18:29 am »
Just one random suggestion that I think makes a ton of sense, but what if glamour recruitment was path dependant? So rather than gals peasant revolution gets Grrl guides for example or male touch gets heroes (with the glamour cost adjusted for unit value).

5
Little bit is good for getting score early by hunting ground vehicles, imo worth to focus research towards it to speed things up. Once the ammo for the 14mm is expended, car thieves+ highway house should be on the table already.

6
Would be good to add specific rank up requirements.

And looked at the gun excel and oh boy. The issue with making a tier list is that having a stated hierarchy make it very easily disagreable. Submachine gun at lowest tier is definetly one take to have, but a quick math analysis show on shorter ranges it soundly beat other low tier smgs, and that's without talking about size and weigth plus one handed usage. Domestic shotgun also is arguably more usable than birdshot against enemies  with some armour till mini shotgun research. If you want to have a systematic approach, I would recomend using the gun comparison tool to get a better understanding of relative weapon balance beyond gut feeling.

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Brutal AI / Re: Brutal-OXCE 9.1.4
« on: October 09, 2024, 02:41:37 pm »
One quick question, in Xpiratez if I choose the setting  1 for Ai targetting, would it respect the standard OXCE spotter mechanics?

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The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: October 06, 2024, 12:45:04 am »
Are you sure this is balanced?

How are you supposed to deal with the three syndicate second phase missions (all with 8-16 hour timers) without a fast craft (or at least the secret archives raid)?

Essentially this requires capturing aliens, building up your alloy pool and building a SKY craft. (Which is nice in a sense because currently they're waste of time and alloys. And this also delays the player's access to "camp in the craft" tactics as SKY crafts have open-ended ramp.) But this will also mean dependence on RNG on capturing aliens and alloys. And most importantly, probably multiple months trying to repeat the syndicate phase two missions, because those crafts are only 1/3 or 1/2 the speed of Kitsune and it is unlikely you will reach them in time even with the faster SKY* craft. (And some of those, at least reactor raid, you will definitely want to do at night if you are forced to use an open-ended craft.)

Further, this creates a dependency on Jarhead missions, which are very RNG-prone (your best bet is letting dagons build a tier 2 manor). If the player doesn't realize this, the player could go most of the game without getting Kitsune.

At the very least, I'd increase the syndicate second phase mission timers significantly, and even then I think this would come to be a major PITA for players who don't know the optimal path to getting jarheads.
You can have multiple aircrafts, and I have done then without the Kitsune in the past (a form of challenge as I didn't build the craft).

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Brutal AI / Re: "Realistic accuracy and cover system" option
« on: October 06, 2024, 12:41:17 am »
RA scans target's hitbox, which differs for enemies. For example, there could be situation where you could see muton behind a stone wall but couldn't see sectoid which stands next to it. Their width differs too. But the issue with small creatures is their hitboxes could be much larger then sprite image. I couldn't help with this, it's up to mod makers.
But would it matter in the open without cover? For instance a 1M target and a 0'5M target being shot, the latter would be presenting a lesser are to be impacted upon. Or is just like normal OXCE where the shot will always lead towards the target heavily.

And understandable about tech debt, I would like maximun accuracy but there are ways for myself to get it by limiting possible accuaracy on itself.

10
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: October 02, 2024, 01:29:41 pm »
It used to be that way, but I changed it and removed upper cap after numerous requests. The thing is, most players who play mega-mods got accustomed to 100+ accuracy numbers, and even more - mods themselves are made with that in mind. Why do you want such limit btw?
It does. Big units have something like x1.35 accuracy multiplier as far as I remember,
Well could it be added back as a toggable option? I much prefer having the Rng be on the hit chances than for it to be on the damage (yes I'm like one of the five people that prefer 50-150).

Regarding the size the question was more in line of smaller targets like the rats some mods add, althougth thinking about it sectoids would also have a smaller profile than normal humans.

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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 02, 2024, 01:25:45 pm »
Well Imo that is something that should be left to the player, I find it much more stressing to have to be keeping an eye in an UFO to land than to just let the time run till it lands.

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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: October 01, 2024, 01:34:05 pm »
Why is the ufo landing option outrigth disable in the latest patch? Seems lile something that should be left to player choice rather than blocking it (so basically making file edit needed to reenable it.)

13
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: October 01, 2024, 01:30:42 pm »
Just two things I would like to be added:
- Would it be possible to set a maximun hit chance, like 95% of the new games even with kneeling and other acc bonus?
- Can the target size be consider for hit chances?

14
The X-Com Files / Re: Frustration with Syndicate retaliation
« on: September 30, 2024, 02:01:48 am »
Well just go for Promo III asap and Mig 31's, there is no much else to do. Getting an officier even if it costs some lifes is worth it imo, and knockout grenades make some captures rather easy. You have an option with the Cf 105 arrow but you'll need an exalt master for that which means hopefully next month HQ assault. The fastest way to get promo III for me has been Dagon due to deep one communities, but considering so early syndicate I can't really say  ;)

15
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: September 30, 2024, 01:50:02 am »

But they don't care about your progress, they work on their own clock, just like Cydonians. So I can't really make it dependent on your knowledge. I think it's fine as is.

True, but it's also not that easy, I think.
Is mainly that I find it a bit narratively strange: X-com doesn't know yet about the underground and yet  the reptoids are launching attacks without much clear explanation, and an interogation of the reptoid agents would be spoiling that reasearch chain for example.

Regarding power armor, I got it on may 1999 before even laser weapons construction as they shared requitements in Elirium battery. From january I got two tower of desolation missions while I'm stuck on underground progression (Brutal Ai is brutal on caves). At the very least I think putting Terramite an advanced lab requirements would limit such power gap, as pretty much every other power suit is locked behind adv lab.
But how?
Well Hydra laser is stated to be low tech (and could probably show up in Syndicate loadups), but I was thinking more in relation of Hybrid scientists. With the exception of laser assault , the alien laser rifle and laser smg are very comparable to tritanium weapons, so maybe explain it as having simplified tech for ease of manufacture or smth like that (as otherwise the aliens would just use plasma weapons) that is different from the latter elirium battery weapons. Alien drones for example also use the tech and X-com doesn't have much issues rebuilding wrecked models (which may have their  batteries busted for example).

Some additional commentary I forgot to add or showed up:
- Xeno shield armor could add armor to the side of the shield considering that voxel fuckery can translate frontal shield  hits into a side hit.
- Osirion fixer armor values don't match the ones of a player tritanium vest.
- The multi rocket could probably do more damage.
- It would be fun to be able to set two waypoints in the heavy GL auto fire
- Chainsaw and Macro saw don't show in ufopedia front page that they do multiple attacks which is a bit misleading.
- No tamed minotaurs on missions :(
- Hybrid embassadies seem to pop very frecuently, took down three of then already. Also in regards to hybrid reaserch, it feels like they mostly give more missions but facing similar enemies/getting equal rewards than having the storyline like other factions.

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