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Messages - the nomad

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1
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 03, 2024, 04:05:20 pm »
Sweet! And Happy New Year!

2
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: January 28, 2023, 10:07:32 pm »
With the new update I can only select from about 10 faces, rest do not show up.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 17, 2023, 12:03:08 pm »
What is the reasoning behind Dragonfly's lights being on in night missions, while other crafts' are not, least among those I unlocked? It keeps biting me in the ass in Cult missions, because I keep forgetting it does that and assault at night, and sometimes I have to anyway.

4
The X-Com Files / Re: [submod]X-com Files Alternative Art
« on: January 16, 2023, 12:11:15 pm »
I am content with the art used in the mod, most of them are pretty well chosen. But these are also great! Great job.

5
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: January 08, 2023, 05:03:33 am »
Honestly my main issue with the Red Dawn HQ is the RPG-7.
It's your best bet against tanks, which is cool. But the problem is that it's locked behind Promotion III which requires you to beat Red Dawn to get it. So it's unlocked just after you need it the most.

I'd move that to Promotion II.

Luckily you can get some good loot from various missions, including RPGs. I always save them for these situations before Pro III.

6
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 05:24:16 pm »
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

Hahaha  ;D

7
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 01:55:56 pm »
That's what I was referring to with the 'gave Solarius the idea'... :D

Well, shame on you then :D

Btw there is no pilot one but there is crewEmergencyEvacuationSurvivalChance which shows a 97% chance. That's X-Com baby I guess, 'cause this crew dying happened several times to me lol

8
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 01:21:44 pm »

I just recently gave Solarius the idea that not all pilots may survive... :P

Isn't it already like that? My pilots do not always make it back after being shot down.

9
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 09:48:51 am »
Yeah but if the Interceptor is destroyed the Transport is destroyed anyway, I can't disengage only one of them. Otherwise I'd have no problem with the issue, I'd sacrifice a fighter and an agent in a heartbeat if I could. They have a chance of ejecting anyway.

How else can I escort them? Maybe I can send the fighter first or keep it around the transport and lure the UFO to it? I think you mean that. It could still catch my transport after the fighter is destroyed depending on where the UFO spawned but yeah it'd increase the transport's survival odds drastically.

Again, agree it is highly unlikely but likely enough that it happened two times in a campaign, in two months window, but I guess with this luring tactic the disaster'll be even more unlikely.

10
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 01:31:28 am »
I'm pretty sure a hunter-killer UFO randomly spawning close enough to your transport as part of an alien mission has an astronomically low chance of happening. I mean, why are your transports out at some random hour before the UFOs show up, anyway?

You do know you can escort your transports, right? And that some transports are uninterceptable due to being part of general civilian traffic?

Well it happened to me two times in the first months of invasion if I remember correctly. Obviously the transport is out on its way to a mission far from the base and I don't know when the UFOs are going to show up, you make it sound like I should know when the heck they are going to fly around. This same problem also occurs when I don't know a cult manor had a base around the area I was flying but that's on me and is preventable by frequent scoutings.

I know I can escort them but the fighter crafts have a huge chance of being destroyed again in the early stages. And yeah, naturally I know the undetectable vehicles, which are useless on tough missions where a transport are definitely needed.

11
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 28, 2022, 12:25:51 am »
The game is very possible on Iron Man (at least on the middle difficulty), but naturally you have to restart a few times to get the game. I progressed quite far without save scumming enough so that now I find save scumming pointless and tension-breaking. Sure some huge f*ckups can occur (my favorite being being blasted by a reaction fire rocket right in the transport craft at turn one, many agents and equipment annihilated instantly) but you nearly always have a chance to progress.

In my opinion the biggest problem in Iron Man are enemy crafts shooting down your transports. That is a full-on rage moment and the only part that is not a good aspect of an Iron man game in my opinion. You can take precautions and be cautious, but a UFO can suddenly spawn with no warning, you have no way to foresee that with the aliens.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 14, 2022, 08:27:31 am »
Givne that "the game" is not balanced with ironman or higher difficulties in mind I don't think this an issue, even more so because you can't these turn limits to difficulty or ironman being enabled.

If it bothers you so much, why not simply change it?

It is not? I thought most players played ironman (I mean only reload due to bugs etc), regardless I think it is perfectly playable without reloads. Except UFOs crashing down your transporters and you losing your ace crew now that I think about it lol. The only happenstance where I reload the game.

Bughunt is a lifesaver when the last alien bugged out and spawned in an inaccesible place. It is a blessing that I don't need to tear down the whole map but just the area it is stuck in. Besides that I also consider it cheating, but I understand the need. And I don't use the map anyway, so it is perfectly avoidable imo.

13
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 29, 2022, 04:43:55 am »
Yeah, I don't know the exact mechanics behind them, and didn't know they had fixed 6 months where they don't upgrade. But I seem to remember the circle around them getting bigger before 6 months passed. Maybe I discovered them late.

Still they are pretty difficult the first time they spawn. So maybe the best moment to strike them is later in that 6 months period, where you have developed your tech more and they stayed the same. However there are still a lot and a few of them will most likely slip by, at least with my progress speed with the game. I mean this knowledge won't help with my problems much.

With my previous playthroughs, the earliest I've unlocked Promotion III was still November. Add the time to do the proper researchs etc. I don't think I can get jets that fast. I do agree if MIGs were unlockable before Promotion III it would help. To be honest those Little Birds are pretty pointless in the game IIRC (been a while I played). You don't need to attack any cult crafts until they start to go faster than your transports, and once they do most of the time they'll destroy those helicopters.

Overall I still think the best fix would the destruction of manors when the cults are terminated. That way it would give the player a very good reason to rush the final assault and until then we'd have to play cat and mouse stealth games with them as intended, and this would actually make us feel rewarded when arc is complete. I don't even feel like I terminated a cult at this state, as basically I still need to do a few missions more difficult than HQs. The downside to this is you wouldn't 100% need to attack a manor outside of loot and flight security, but it'd still be better.




14
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 28, 2022, 11:47:45 pm »
I gotta give feedback and say that I stopped playing the mod due to manors. I explained my problems with them in another post. It is not that they are not doable on iron man, but I just don't see why and how there are a lot of manors already tougher than the cults' HQs (there are certainly more enemies) around August/September. I mean I am facing 90+ enemies on the third difficulty. I do think the idea is good but needlessly excessive.

In my opinion there are three ways to nerf the manors:
 
1) Make them easier relative to your tech the first months they spawn, so it would be your fault if you let them progress. They are already very dangerous when they spawn, and there are quite a few.
2) Decrease their evolution speed. I don't want to fight that many enemies around August, certainly not with those cheating reinforcemets that begin to attack you the moment they spawn, especially when you have no idea where they'll appear and thus take proper cover etc.
3) Or the manors should be gone when you terminate their respective cults.
4) Or at least give us better ways to shoot down their crafts, or better undercover crafts before Promotion III.

As I said, just my feedback.

15
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: August 10, 2022, 10:39:02 pm »
Yeah, I agree that this stealth moving of goalposts is a bit underhanded. On the other hand, do you really want the invasion and the cultist ramp-up to coincide? I don't know, the cults don't really seem to get their marching orders from the aliens. Well, not the regular aliens, anyway.

Reinforcements hitting you hard from the word go I actually even like. But not if there are 20 mansions already swarming with regular cultists where it happens. And if you don't play ball, good-bye non-chartered transports. At least the MiB are avoidable.

Solarius wants the cultists to stick around and I like the idea in general. It's sort of interesting that you still have to wipe out the remnants and can't just do a decapitation blow. I imagine the reasoning goes that they more or less retired from Red Dawn or whatever and became local warlords or something. This is actually kinda believable for Russia (and especially 90s Russia), possibly also China, definitely Africa, large chunks of Asia and South America. It's the US EXALT, Japanese BL and European RD/Dagonites where this line of reasoning fails.

No I wouln't want the invasion and ramp-up to coincide, that's why I think it shall be that way to punish the player. Because terminating the cults before 1999 is perfectly doable, and if you fail at that then the problems would start. August I feel is a bit too soon.

On the other hand if Scorch wants the cultists to stick around that is something else entirely. Maybe they are supposed to go OP and team-up and annihilate you hand-in-hand with the aliens. It would certainly add an interesting challenge. With some better alien tech gear even the most developed manors would be easy to wipeout anyway. With some interesting cat and mouse games in the geoscape I can do that even during alien invasion, though of course it would be difficult as hell. That's what campaign is going towards anyway lol.

Yeah maybe believable for some countries, I agree now that I think about it. Especially South America makes sense.

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