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Messages - SickBoySid

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The X-Com Files / Re: I want to make a guide up to 1999
« on: February 05, 2023, 09:10:24 pm »
Anyone got a list for the hotkeys or is the OXCE all the same shortcuts ?

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The X-Com Files / Re: I want to make a guide up to 1999
« on: February 03, 2023, 03:42:14 am »
Edit: Basically, the only situation (post 2.8 or maybe even 2.7) where I can see killing off the cults being unquestionably beneficial is if you can muster the troops to take their HQ once, with difficulty, yet cannot kill tier 1 mansions on the regular or are so overrun with them you need the break to take 'em all down.

so im running 2.7 and ive been takeing screenshots in frustration and took out the 4 starting cults mid 1999 ( im running a bit slow because of manor spam ) and taken out maybe 20 manors in my current playthrough so far only having maybe 5+ active atm,
and i can tell you that the HQs are Significantly easier then the manors. my manors are starting to have 80-110 units vs the HQs 70-100 but theirs alot more reasons why much harder
- reinforcements tend to shoot your units on the turn they spawn in even if your units are looking at all 4 of the corners to spawn getting off free hits. also they have pretty good night vision so its not hard to nab free spawn hits at night
- reinforcements elite soldiers often seem to make around 50% of the units atleast in the late manors according to the elite badges i get after raid . and they spawn throughout the raid. making them a bit harder to  P A N I C   C A S C A D E . unlike in the HQs where i was generally able to panic most of the units within 4-5 turns
- migs  :(

i think the spawn distance is only 10. and if you cover all the spawns they just force spawn even if your troops actively see them spawn. so i watch 3 corners and mid building and smoke the last corner one and that helps out abit

uh my monthly score is 2000-3000 only cus i take out 2-3 manors a month pretty much ironman now. but in mid-late 1998 i had to do alot of save scumming on the missions because i was having to fight manors that had 98 units with my OSPREY and basic armor vests with non bio enhanced troopers with black ops rifles and antipersonnel mines. or my score would be -1000+ ( i quickly realized i had to hard beef everything and eventually got it undercrontrol after alot of pain )

but with the new update im hoping they are more balanced and not rapidly evolving with huge troop counts because id rather fight muttons then manors lol

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The X-Com Files / Re: I want to make a guide up to 1999
« on: February 01, 2023, 01:23:16 am »
My advice is to stop at the start of the invasion and not at promotion III. You can get promotion III and still be some time and story away from the invasion starting.
Ideally you should focus on giving us instructions on how to clear out all the cults and have a clean slate before the aliens hit. If that is even possible.

That's exactly the plan. The issue I had on my first run and kind of saw was getting the clut cleaned up before the invasion is in full swinge or you seem to fall behind the curb. With promotion III being a general sign you're on the right track.

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The X-Com Files / I want to make a guide up to 1999
« on: January 31, 2023, 05:32:19 pm »
Love the game. Wana try to get a few friends into it who is think would really like it. also think a general guide would be pretty cool. But I don't think the average Joe would appreciate the lack of direction in the mod game in general tbh combined with the heavy time investment. So I Wana make it a little less painful with a guide basically stopping at promotion III

I don't want to really tell them the "meta" or step by step instructions, I think the creativity and customization of your tactics/play style is what makes the game. I just want to give a guiding hand & the tools to victory.

You guys got any advice / notes

We often play/stream single player games like fallout new Vegas while in a call together so it be fun to do the same with x-com files

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It also doesn't light up around the craft like the dragonfly so you don't get dabbed on when doing night raids vs humans.

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The X-Com Files / Re: The X-Com Files now on Patreon!
« on: January 30, 2023, 12:07:16 pm »
25$ for a mission even a meme one seems fairly cheep ?  ??? let me do some more 3d print jobs so i have some money to throw away but id love to give back. genuinely the best x com experience features alot of what i like in a game

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The X-Com Files / Re: 97 Unit manors / manors spawn migs on HQ in 1998
« on: January 30, 2023, 11:55:57 am »
Ah not sure what V i have. i got it off of google drive because i has having some issues with downloading stuff from openxcom for a while and i was really itching to play x com files again but that's really useful information if this run falls flat i might update it.
and the reinforcements might of been every 3 and felt like every 2 because of my frustration of the spam of units that kept spawning
the massive spam of manor thing happened in 2 of my 3 runs so maybe i was just really unlucky

but the mods really good and fits pretty well in theme to the original idea of the main game fits the vibe of xcom longwar mods but far better imo and the manors ( and lack of direction with researching with the beef cake research tree) are my only real complaints i hope the patreon dose decently

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The X-Com Files / 97 Unit manors / manors spawn migs on HQ in 1998
« on: January 30, 2023, 12:24:41 am »
im on my 3rd (mostly ironman lol) Veteran play though this year. i played 3-4 years ago aswell. my last 2 runs ended in late 1999s and 2000s.

i love the game but i tend to have issues with the manors ( the screenshots are from late 1998 so its not even 1999 yet )

So i think the manors are a fair bit harder then earlier alien terror missions, ive tackled them in a few ways
-night ops attack with good nigh owl and spelunker commendations so they have 12+3~ night vision ( tho reinforcements can spawn on them and kill them before they even get a turn :c )
-spam smokes and antipersonnel mines
-zerg the building and hold with mix mash of alien weapons
-did one in hazmat suits and lit everything on fire lol was kind of funny but hard i think it causes reinforcements to spawn constantly
-i go during the day and use the Crazy broken far superior to the miniguns HMGs with TRITANIUM VESTs only issue is that i need my beefcakes to not be wounded for 48+ days with sickbay after clearing a manor cus they got 90fkin hp with 80 hp missing  :'(

even tho i can take them out it takes alot of time and effort to do so and i generally always lose a bit of the A team

im not sure if its my playstyle / research path. or what im doing wrong but i often get 25-32+ manors in vet difficulty before 1999 and most of them have MIGS so they make the map pretty hell and i have to bait and its just really annoying especially in 2 of my 3 playthrus they spawned migs Ontop of my main HQ base at some point

my monthly score is generally 800-2000+ every month until mid-late 1998 where the manors cause too much activity, i take every mission and research everything for the points im not sure if theirs some sort of balancing that makes more manors spawn because of my high monthly score or something ?

also i had one where i got reinforcements literally every 2 turns ? this is just a theory but i think mass explosives and trigger them to spawn. it happened on my mass fire nade and anti personal mine attempt with like 95+ kills...

bonus dose anyone have any tips on dealing with napalm nades ? the AP usage of a fire extinguisher is really high and it can knock out units and sap AP.


i LOVE the x files mod its amazing but god the 30 mig manors that spawn 70-100 units in 1998 sap my fkin soul

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