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Messages - Magat0r

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The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: October 06, 2022, 04:37:58 pm »
you are right, I found couple of other versions of this file, going to replace them and see if it helps. fingers crossed. sorry for being so pissed of but I spent a lot of time on this mod already. Don't want another campaign screwed due to this. Cheers man

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The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: October 06, 2022, 04:08:24 pm »
checked my save game and have 2 manors already spawned on the map, month 10 xd

3
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: October 06, 2022, 03:43:44 pm »
can someone, please, for the love of god tell me how to tweak this? I love this mod but hate the Manor spam with a passion

4
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: October 06, 2022, 03:42:41 pm »
Open missionScripts_XCOMFILES.rul with a non-enriching text editor (Notepad++ is popular), find the line saying
Code: [Select]
  - type: CultManorBlackLotus, change firstMonth and lastMonth to your liking. Copy this seven more times for Black Lotus, 3x8 times for the other three cults, and then start over with
Code: [Select]
- type: CultGreaterManorBlackLotus And again for
Code: [Select]
  - type: CultGreatestManorBlackLotus and its 31 friends.

Sorry to report that this did NOT work -- I changed T1 Manors for all cults firstMonth: 15 and lastMonth: 19 and started a new SH/I campaign and as clockwork, there is a manor spawned in Oct, 1997 right next to my base.


5
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 29, 2022, 04:00:02 pm »
There is no speed 2800 Earth craft. The fastest jet the cultists have maxes out at 2350.

However, there is a speed 2800 craft... A tiny flying sub from T'leth. I have a hard time seeing how that one could kill a Kitsune unless the latter was unarmed. In which case it was a self-inflicted wound.

This is good info, I'll let him know. And thank you for the instructions, I'll give them a go!

6
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 29, 2022, 03:40:42 pm »
While I generally agree that (especially tier 3) manors are too much, I do have to point out that:
  • Manors already have a 6-month grace period when they don't upgrade.
  • Lower-tier manors don't have reinforcements, and only the same kind of equipment as regular cultists. Not sure how one could reasonably nerf their 'tech'.
  • Manors don't self-propagate, so killing off existing manors does nothing to stop more manors from showing up.
  • You're supposed to be able to start engaging UFOs in 1999, so being able to fight regular jet fighters 4-5 months earlier is not a big stretch. And actually makes your own MiGs useful for once.

Update from my brother's SH/I campaign, his kitsune got shot down by a 2800 human ufo in dec 1998.
The manors appear too early, spawn too often and upgrade too fast. You simply do not have the arsenal to effectively deal with such air presence.
Imo while an interesting mechanic to keep the cults relevant, they are way overtuned and make the game not fun.

Can someone give me a step-by-step guide on how to change the starting month for Manor spam from month 10?
If not possible, I will have to unfortunately shelf the mod.

7
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 24, 2022, 03:58:05 pm »
Yeah personally, I cant play these types of games without true ironman but it feels like some of the difficulty spikes in this mod are more geared towards save scammers and not balanced around ironman. I will see if my current run fails again due to manor spam and if yes, i will try to change the spawning to start around month 14 instead of 10.

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The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 24, 2022, 01:44:39 pm »
So every of my campaigns so far depend on the rng god, gotcha. Having every faction with 8 rolls at a 3% chance per month to spawn a manor is imo not a good design.

9
The X-Com Files / Re: Cultist MANOR spawning rate and evolution speed
« on: September 23, 2022, 06:43:40 pm »
I have the same exact experience, I'm probably a dozen SH/I runs in and all end in similar fashion - no matter how well I perform against the cultists (or how bad, for that matter), by mid-late 1998, there is *always* 20 manors around the globe. This wouldn't be so bad if some of them didn't already evolve into launching Migs, which completely hinders you from playing the game. Yes you can bait them but surely it is not intended to have this amount of Manors while closing 90% of all cultists cases. Migs of your own are gated behind promo 3 and several research projects, so the absolute earliest you can get this is by late 1998 and even then, you would go equal.

Another issue (and correct me if I'm wrong) is that the Manors seem to generate negative score every month? I did fairly well in certain months but ended up having negative score in the thousands, the mission score (or event/despawn score) didn't add up at all to this.

In summary, I thought Manors are there to punish players that are too passive on the geoscape and not be something you can't avoid being swarmed by.


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