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The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 13, 2020, 07:02:08 am »<....> you are the first <...>
...and the last.
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<....> you are the first <...>
Files->awards
You know, I'm going to consider it, since it obviously wouldn't do any damage.
Any suggestions for effects? Just not too wacky.
Cult bases usually have 90+ enemies.
In this mod - made mainly by the user Solarious Scorch
I hardly need to tell the team XCOM Files is my new addiction, but that new addiction comes with one very severe frustration: namely, the research bottleneck created by Chief Engineer.
On paper it's simple enough. Get Reaper corpse, research 'cool alien gadget', then get Chief Engineer. Very simple.
In practice I have spent several games completely dry of Reapers up until the 1999 invasion, at which point I just quit in frustration. It seems to be pure luck whether you get the right 'strange creature sighting' mission or not, and I tend to get nothing but zombies. When I first started playing, I loved the sheer variety of these cryptids, but now I utterly hate them because these missions don't advance the tech tree in the exact but extremely necessary way that I need it to; and I'm just sitting on several (military assisted) crashed UFOs with parts and corpses; none of which seem to be interesting enough to any Chief Engineers because the right "cybermutant" hasn't come along.
Don't get me wrong, I understand the logic here. But please hear me out on my proposed solution:
The following are the dependencies for 'cool alien gadget':
- Obliterator (don't know why this is so low in the tech tree, never seen one)
- Reaper
- Sectoid Autopsy (surely seeing a literal alien that clearly cannot survive without artificial means given its vestigial organs should get SOMEONE curious as to all the alien tech out there)
- Orison goon, or related Orison object (this faction is the 'humans with tech too advanced for them' group, so why not have them segway into the alien tech tree)
I do think that you should earn your way up the tech tree, be reasonably able to make it to Promotion II before 1999, and furthermore not be conditioned to hate the cryptid missions simply because the sheer variety they offer is in any way a "distraction". I think we can all agree that the player should not sit there and say to themselves "if I don't get a reaper in this mission, I'm just going to turn off the game" over and over again; because that was very much my experience. Increasing the frequency of Reapers is not desirable to me, as I feel that Reapers should be a rare "wild" alien early in the game; despite the tech tree problems that rarity brings. Expand the prerequisite options, don't diminish the wow factor of Reapers.
Do I understand it correct that I can disassamble the standard headquarter if a virtualized headquarter is build?
I don't know about you, but I only go on special operations at night.Shooting during the day is certain death. On operations, the enemy is superior to XCOM in weapons and armor, so there is only one thing to do-use the darkness. In this situation, a gun and throwing knives are 100 times more useful than VSS, which can easily miss. And in special operations, mistakes are not forgiven. 1 shot and the agent is dead. Therefore, you will use only those things that you are sure of and that will not let you down.
And here's the question-why do I need VSS in the game?
How do you start the lunar story line? I have launched the lunar satellite, but four months have passed and I still have only done the Magma Cosmonaut mission.