aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Torklan

Pages: [1]
1
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 13, 2018, 02:15:40 am »

What difficulty are you playing on?
I don't recall these missions being particularly challenging.

Since I did not know the full Mod changes or find a wiki I was playing on Beginner.

There is no relation at all between the game time and spawning cult missions. You can continue into 1999 as normal. Therefore your premise is entirely false.

I did continue through 1999. The lack being able to shoot down UFOs meant they kept the game spawned them in greater numbers and larger sizes. So by the time I gave up the playthrough it was September of 2000. At which point there was almost no Cult mission spawning. They were all crowded out with UFOs, hybrid and terror missions.

There is no need for that, and it wouldn't make much sense. Terminating one cult isn't really that hard with Promotion II equipment.

I think it is more a fact without a road map and knowledge of which cultists to capture and when it having to end a cult becomes a very large uphill battle.

FFS, there is no "time limit" or any silliness like that. Please stop spreading paranoia. You make X-Com Files look like some insanely hard SNES game, while in fact it's pretty forgiving. Unless you insist on winning every battle ever, then it becomes really hard, and rightly so.

It is the base game that causes the time limit.

2
The X-Com Files / Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 12, 2018, 02:16:42 am »
I found this Mod by watching Yogscast Ben & Lewis. It got me interested in reinstalling OpenXcom again. I have been really enjoying this and I am about to start my second playthough. My only issue with the mod is the amount of enemies on some custom maps. The Apocalypse cult ones in particular. I played on the easiest difficulty to experience as much of the new content as possible without the harsh curve the vanilla game can be.

Those missions such as the gathering in the woods has 20+ units all surrounding starting location. Simply put those missions are just worth doing. At the tech level which they appear they are just not worth the guaranteed loss of agents.

Which leads me to my second concern. The locking of progression behind destruction of one of the Cults. This one fact is why I am having to restart my game. I took too long to capture the needed get to the upper tiers of the Cult missions and it became 1999. Once the invasion began almost of of the Cult missions stop appearing. Simply ending any chance to unlock Promotion III.

What would be nice is to have a second way to unlock Promotion III using an alien unlocked tech. That way there is not a hard end to the game if you take too long.

Pages: [1]