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 - The Doer of Stuff

Pages: [1]
1
The X-Com Files / Monsters: Final Solution Question.
« on: January 01, 2021, 01:25:35 am »
Playing 1.7, got to the point where I can research Monsters: Final Solution. I'm guessing that this will end all those "monster attack" missions. I'm not quite ready to do it yet, as those are great training for my newer agents, but I'm going to want to do so at some point.

The other side of it is the insane completionist in me, and I wanted to make sure I researched all the creatures that would be disappearing before I pulled the trigger. So I just wanted to confirm that these are all the creatures you can run into that would be eliminated when I push the proverbial button.

Shamblers
Fenrir Wolves
Spikeboars
Mongorns (there is a king variant)
Giant Rats
Bullfrogs
Giant Beetles
Giant Bombardier Beetles
Megascorpions
Chupacabras
Shadowbats
Werewolves (variant of white werewolves)
Werecats (Variant of black werecats)
Owlmen
And a variety of giant spiders, of which I believe there are "regular" Stealth, Flame, arored, death, queens, and kings.

Have I missed any of them?



2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 30, 2020, 12:18:07 am »
Not sure it's a bug exactly, but something annoying that might be cause for concern.

Playing 1.7 at my year end vacation. Getting along quite nicely, and battling the Cult of Apocalypse. Doing a Tower of Apocalypse mission, and in the course of the combat, one of the bad guys shoots off a rocket launcher and blows up a stairway tile about 6 floors up. I'm sure there are more of them up the stairs, but I can't get up at them and they can't get down at me. I'm not really sure how to proceed with the mission and it's rather irritating. Any advice anyone can give?

3
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 16, 2020, 06:00:50 am »
Does XCF retain the "Snakemen never have medics"  that vanilla X-Com has? If so, is it possible to research Snakeman Medics the tech?

4
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 13, 2020, 02:08:00 am »
In 1.32, I still need "Clinic Logs" to research Alien Infiltration-Clones,  which I need to progress along the alien embassy thing. I've stormed my third hybrid clinic, and while I've gotten a lot of refined humans and disguise machines and kidnapped citizens, no clinic logs. Do you get them somewhere else, or is there something you need to do with the clinic to prep them so that they yield clinic logs? Or have I simply gotten unlucky in loot draws?

5
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 06, 2020, 08:00:53 pm »
Wait for the missions with reptoids (Shogg arc).

Ahh, my thanks. I've gotten a really late start on those in my current playthrough, as the first chance I got to go "Into the Dark" was when I captured a Cthonite Engineer on the third terror ship I shot down, in like April or May 1999. Mostly I just wanted to make sure I didn't miss something important.

6
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 06, 2020, 03:20:06 pm »
Possibly dumb question, but where how do I get my hands on a gauss Pistol/rifle/other gauss weapon? I don't really need it, since in my game I already have plasmas and turbolasers and even blaster weapons, but it annoys my inner completionist to not be able to get started on the mass driver and ultimately gauss weapon line.

7
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 04, 2020, 06:15:54 am »
Pardon if this is asked somewhere else, but does X-Com Files do air to air combat differently from Vanilla in terms of how tough UFOs are and how much damage they can take? I just had an avenger destroy an Alien Battleship on a flyby mission. Didn't do anything fancy, just flew up to it and started blasting away with a pair of plasma cannon. IIRC, with the vanilla game's damage tables, it would be impossible to destroy a battleship, only make it crash. I assume something changed, but I'm not sure what.


8
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 03, 2020, 08:02:13 pm »
While we all admire your dedication and readiness for the attack on our base, Farukh, maybe in the future you'd have better luck with the commode if you took your armor off before taking a dump.


9
Oh, hello SolariusScorch. I didn't realize I'd get this quick a reply, and by such a senior figure here. If you don't mind me taking up a bit more of your time, I'd like to ask a few more follow up questions to what you said.

To start the M.A.G.M.A. thread, you need to find and research the Light Cannon, commonly used by high tier Red Dawn operatives. Other than that, you can find them in some crates.

My apologies if I wasn't clear. I've had light cannon for a while, and I even got Message from M.A.G.M.A  1 and 2, but no further, and I had the mission where the zombie troopers break out from the M.A.G.M.A lab and run amok and we had to put them down.. I did those a while back, like an in-game year I think, but it's never gone further than that. Is there anything else I'm missing, or am I just taking the roll of the dice the way that I also haven't seen much from the subterranean fellows in this game.

The hybrid must have: Sectoid Legacy, TNI, Combat Pilot Training and Martial Arts Training.
Oh, so it's only something for Hybrid soldiers? Did not realize. Thank you for the information.

They also have a built-in Psi-Amp (weaker but free), Psi Vision 1 (weak on paper but tremendously useful) and a slightly different stat maxima.
I had known but forgotten about the built in panic attack, did not notice the psi vision, but the different stat maximums, combined with an extra transformation or two not normally accessible, does make them more attractive. Maybe next game I'll get more.

This is more of an engine limitation than actual design decision, but it's generally worth it, as you can regain these stats but you can't increase the Psi Strength any other way.
Pardon me if I wasn't clear with the thrust of my cake question. I was really more asking why some soldiers get penalties to TU and others got penalties to firing accuracy and still others to stamina or whatever. As far as I can tell (but this is just glancing at it when I try to select soldiers to feed my one cake to), it seems to set you to certain pre-set minimums, like a health of 45, which makes the ideal candidate for a cake a rookie soldier with a high psi strength fresh off the recruitment bus. Is that an accurate assessment?

You need to decrypt the key. It's kinda complex and will change a bit in the upcoming release, so I won't get into details here.
Okay, cool. I'll wait and kick in other heads while it cooks. Great job you're doing here, just wanted to reiterate that.

10
Long time lurker, first time poster, great and in depth mod, especially with how it really forces you to stop and think as to whether or not you want to take a mission instead of going after everything as per the default strategy in vanilla X-Com.

But while I can usually find answers to my questions either by just searching the UfoPaedia or occasionally browsing the threads, I did have a few questions that I couldn't figure out answers to.

1) What exactly gets the Syndicate arc rolling at least insofar as you start fighting Syndicate people? I don't seem to have gotten the later MAGMA missions which is what I thought triggered them directly, which I suppose I could backtrack the question to what triggers those MAGMA outbreaks? I know i got it in some previous games that I restarted much earlier, but this current game (in May of 1999), and I don't seem to be able to get them rolling.

2)What are the requirements for Helix Psion? It doesn't mention it in the UFOPaedia entries the way it does for Bio-enhancement or TNI or things like Sectoid Legacy. In the same vein, what does it actually do? I don't have that many hybrid soldiers, and none of them have hit the requirements yet.

3) Speaking of Hybrid soldiers, if you recruit one, you're basically paying a bit more than double to have a guy with a purple shield, right? Are there any other differences between a human soldier and a hybrid recruit?

4) I got a cake from the Dreamscape mission. Eating it, except in the case of naturally super-strong psionics, yields 7 psi-strength permanantly. However, it contains some drawbacks, the thing projects occasional losses to psi-skill, reactions, accuracy, TU, stamina, etc. It is not consistent across agents that I could give it to. How does that actually work?

5) For undercover missions, do you ever get a suit of armor better than the bulletproof coat? (Which isn't all that bulletproof, really, but still better than nothing)

6) Last (for now) and most important to me, what exactly are the "Other" pre-reqs for the trio of Aliens Plot research, the one for clones, mind control, and hybrids all lead back to "other". I've managed to acquire a key and the Alien Embassy both researched, but that doesn't seem to be enough to let me attack the alien embassy on the maps. What do I need to be doing to knock them out and hopefully pull China back into the fight?


Thanks to everyone, and my apologies if these are questions that are too easily answered. I did try to search the forum posts before putting this up, but I didn't look at every single post, if something was buried somewhere, I might have missed it.


EDIT: One more question I forgot to ask. What exactly do you bring SMGs for? They aren't one handed like pistols, they have short range, and they don't have the raw power of machine guns. They seem to fall into the same sort of category (to me anyway) as shotguns, as simply not being as good as machine guns, rifles, and pistols for people you want having a backup gun if their primary weapon is grenades or psionics or something. I was wondering if anyone had just good old fashioned tactical advice.

EDIT #2: For the record, I am currently playing version 1.2 Some of my abandoned plays were on earlier versions, although I don't entirely remember which ones.

Pages: [1]