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Messages - Daynarr

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The X-Com Files / Re: [submod]Submod list for XCF
« on: February 23, 2025, 05:10:15 am »
Oki, this is fixed version. Everything from the original is same except those fixes.
https://drive.google.com/file/d/1zL22xp_OVcfMf4Dc-fL9qBgPsX3VIebg/view?usp=sharing

I'll make a mention on mod.io page as well.

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The X-Com Files / Re: Why are the mansions so pumped up?
« on: February 23, 2025, 12:35:46 am »
I don't think i agree with notion that manors give no rewards part. Getting 700+ score per manor is not something to sneeze at. Not to mention opportunity for your agents to get lots of xp and medals.
If you are doing poorly during month, do some manors and get your score up. Getting good score also gives more veteran contracts so you get better agents indirectly from doing manors.

Heck, if i have lots of explosives, or just like feel like killing some cultists i start looking for next vi... i mean manor. There are no civilians so you can just go weapons free there.
Also great place to level grenadier, gunner, jungle mower and similar medals as that is target rich environment.

I find them to be very fun.

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The X-Com Files / Re: [submod]Submod list for XCF
« on: February 22, 2025, 11:38:06 pm »
X-Com Files Names 2.2 has problems with new OXCE 8.1 causing a good number of errors ranging from closed captions error because same names have ' in them (need to put those names inside of "") to having some files use TAB instead of space.
I have fixed those errors for myself and it all works fine now but i'm wondering if there is any interest in fixed files so not everyone has to do it for himself? And if there is how do i do it? I've never uploaded any files here.
Ofc, this is not my mod, i just fixed errors to make it work with current version so i would like to keep this low profile with all credits going to original author.

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The X-Com Files / Re: Synthmuscles availability
« on: January 08, 2024, 12:09:28 am »
Which MAGMA mission yields power armor, can you remind?

Yeah, as psavola mentioned, you need to get elerium battery for which you just need to get elerium researched - should be able to do it fairly easy since you can get some elerium as soon as you get event where military shoots down ufo. Terramite is however highly elusive as it depends on rare RNG events where reptoids attack - if you get it really early you can get power armor early. Streamer that i'm watching got his terramite so late he had assault armors, power suits and almost juggernaut suits researched. In my game i got it so early that i was cleaning up cult bases with agents in power armor. RNG can be really quirky in this game but thats what makes it so much fun.

Edit: ugly typos.

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The X-Com Files / Re: Synthmuscles availability
« on: January 07, 2024, 07:54:02 pm »
Synthsuits have a pretty big penalties to fire, laser and plasma damage which means that aliens and groups like MiB are quite dangerous if you rely on them too much. So their OP status fades as soon as you start to mainly face these kinds of enemies.
OFC, if you get them early, they can be a great boon for your agents and make things at least temporary easier but you can also get lucky and get early Power Armor from M.A.G.M.A. missions as well, or some other RNG based stuff.  You CAN also get quite unlucky and have some missions just not fire or fire very late (i got pulse weapons AFTER i got plasma weapons in my last playthrough for example, or envoy ship showed up only after i got Avenger from Starbase mission).

Personally, i don't think that getting synthmuscles early from Osiron crates breaks the game. I do however think that players should sometimes get good stuff from RNG instead of only bad so having such rare but possible occurrences is a plus in my book. I'd say keep it as it is. Makes things more interesting and varied (read - more exciting and unpredictable).

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