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Messages - NotCIAAgent

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 05, 2016, 11:44:39 pm »
Is this already integrated on FMP's research tree? As in, is it compatible?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 05, 2016, 05:51:29 pm »
Well, at least it gives you the option to use the Synthsuit. :P I think balance depends on options: if you play with direct line of sight for psionics, this means you can still do so but must put you psion in danger, since the Synthsuit is hardly as tough as power armours.

Rather interestingly, that would make the Psions play more like scouts or, at least, second line scouts. They would move around the battle field, spot an enemy, and mind control it, more often than not using it to kill other enemies. Interesting, but a little problem: it would reduce the enemy's psionic danger significantly. Maybe a loopsided option where only the player would need LOS to use psions would make for a more challenging alternative, possibly justifiable (we are not as skilled as the inherently psionic aliens, after all).

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 05, 2016, 02:44:14 am »
Got a bit of feedback regarding Psionics and Gazers.

Psi Amp's costs are at fixed 25 tu, both Mind Control and Panic. I assume those are the vanilla costs. However, if I get a high tu (veteran) unit and put them on the Synth Suit (+20 tus), I can get up to 100 tus, which means 4 Mind Controls. On a high strength/skill soldier (over 80 strength, over 50 skill), that means 4 aliens controlled each turn. The 4 psionic soldiers in my ship made every single other soldier completely obsolete, as dogs are better scouts. Not complaining. But that might affect the balance you seek for the mod.

Gazers are, I suppose, a mid game combat race. They got a reasonable armor (can be pierced by focused Gauss fire, though) which makes them challenging, but I find their health pool a tad bit excessive, as they more often than not shrug off High Explosives direct blasts with over half their health. In other words, they are just too tough, even against plasma. So maybe taking out 20 life points or something like that from the base stats would be nice?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 03, 2016, 01:23:02 am »
well, if I throw the grenade at the ramp or at the right side of it, the game wouldn't crash. I tried waiting a few hours around the landing point to see if I could get a different map, but I couldn't. Regardless, the bug wasn't really a game ending problem to me, I just reported it for the sake if bug reporting.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 02, 2016, 11:39:13 pm »
I am getting a crash at turn one. Just throw a smoke grenade at the left side of the middle of the ramp, in the ground and end turn.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 28, 2016, 12:38:29 am »
Soldiers, as all other ranks, give you general race information and give you the technology to get tier 2 craft weaponry. Navigators give you mission information and allow you to start researching the Hyperwave decoder. Engineers give you ship information, allow you to get tier 2 infantry weaponry and armor and, apparently, sometimes, information about mechanical enemies and other technologies. Leaders in general will research any random alien technology or object (even the ones you might be researching), with sectoid/ethereals giving you Psi Lab and Mind Shield.

Is all of that correct? To get above tier 2 (gauss and basic laser), I need to keep interrogaing leaders until randomly one of them give me either rail/nuclear or unlock alien plasma?

I also noticed you can "dissect" cyberdisks for Alien Electronics, but you can't research them. The only way to do so is by leader interrogation, and it is kinda of an important technology, as it gives you tier 3 armor and maybe more stuff.

Edit: I didn't thought this thread was meant for FMP questions as well. Thought it was strictly for development. I will remember to use it next time.

7
Playthroughs / Re: epic victories
« on: February 27, 2016, 02:22:26 am »
Base defense. Arthropods and Spitters. Only had two dogs.

Long story short, now I will put 4 dogs in every base. The money I got from the corpses and weapons will sure cover the costs.

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Suggestions / Re: Play as the Alien Menace
« on: February 25, 2016, 11:37:29 pm »
I feel like Piratez might have too much of a post apocalyptic vibe for what I had in mind but, can't deny, it is a pretty good idea and most of the work is already done.

Just gonna need how to mod first. That's the first thing to do.

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Suggestions / Re: Perks for high rank soldiers
« on: February 25, 2016, 05:43:20 pm »
Luckily the number of high ranking (valuable) officers is limited. The number of super soldiers is not.

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Suggestions / Re: Play as the Alien Menace
« on: February 25, 2016, 04:43:32 pm »
Cue why I advocate for doing this in the future, taking down supply and transport ships and the such, bending the game more towards Piratez. Or you could just do that while the other aliens are invading earth, effectively allowing you to play the good old X-Com game with slightly different rules.

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Suggestions / Re: Play as the Alien Menace
« on: February 25, 2016, 12:00:05 am »
Well, with enough lore re-adaptation, you could make such a game possible, though you could hardly call it an UFO experience through the lenses of the aliens.

Let us work with the idea that we are a bunch of fleeing Sectoids, Hybrids or any similar lowly race with some end game potential (sectoids are, at least, psychics). You are fleeing from the empire, and decide to establish a base of operations on Earth. However, that will not be 1999 X-Com earth. Maybe it will be in the future (say, Apocalypse future) in which X-Com is hardened and well prepared for an alien invasion. Maybe it is in the future in which X-Com failed and humanity is on its way towards uplifting, as in XCom 2.

Regardless, you will start off weak, taking down supply ships and the such to get money and material in to upgrade your base and hopefully build another one (or not, in case of a single base game sounds more interesting for the proposal), all the while the alien empire mostly ignores you, until you become enough of a problem for them to go and knock on your door.

Basically it would be something between Piratez (guerrilla game) and XCom2 (minus base mobility).

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Suggestions / Re: Play as the Alien Menace
« on: February 24, 2016, 04:25:33 am »
I was going to suggest something similar, but rather than an offworld base, a group of defecting Sectoids (the weakest of the alien races, to keep the challenge up) on Earth bases fighting both the X-Com and Cydonia to break free and claim a planet just for them. It is easier to implement, as it would use already available resources (Alien Bases, on Earth, X-Com crafts and models).

A more complex, although interesting idea, would be to change how the alien invasion would work, you being the general serving a somewhat reluctant alien empire, trying to do your best with your starting limited resources and forces to prove them it would be a great idea to commit to an invasion to Earth. Maybe that would require to ramp up the technological level of X-Com and whatever other earth based factions you would face to give some semblance of a challenge.

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Open Feedback / Re: Why so Hard?
« on: February 24, 2016, 04:10:52 am »
In doubt, abort the mission. If you do, the negative score will be of the amount of civilians that died. If you don't, it will be that, minus the amount of soldiers you lost, plus the amount of aliens you killed, amount of artifacts recovered, and amount of corpses/captures.

In my experience, unless you can assure you will bring most of your boys and girls back to the base (tier 2 weaponry, armor, etc), it is better to abort. You will more often than not recover the score on salvage and ground assault missions, even with the country that had the terror mission.

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Open Feedback / Just learned about a new mechanic
« on: February 23, 2016, 09:21:49 pm »
Was fighting on a big UFO, my soldiers covered on smoke. An oblivious sectoid decides to try to flank me from above and jump down, falling right above a soldier that I presume he didn't see. The soldier immediately falls unconscious and is thrown to a square near him, where there's a bush. The sectoid is hastily taken care of by reaction fire.

Two turns later, he recovers, stun damage almost maxed but no life damage, away from the bush, where his equipment is still lying, unrecoverable.

Guess I just learned a new, VERY situational capture method. Imagine knocking down a terror disk with that?

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