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Messages - NuclearStudent

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1
Ty!

It seems safe to build corridors from access tunnels...probably. I will be very sad if I lose a base but that's xcom, baby.

2
btw, is there a quick way to check whether a base facility can be destroyed in a Base Defense?

3
Don't you get to handcuff them with space alloy shackles? Zombies have crazy strength and will bust your measly Earth cuffs. :D

fair, I didn't realize they were like 80 strength, that's a fair cop

I agree with psavola and juku here on the intel center description.

4
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: May 02, 2023, 11:08:43 am »
Being rather casualty averse on my SH run, I've found myself *not* rushing biolabs, and instead focusing on kevlar and then getting Helicopters for my first real transport. (I don't bother with vans.) As a result, I haven't been bothering to spend the money on Dragonflies, given that it's only a 6->8 capacity increase.

Though I dunno, the next upgrade along the Skyranger path doesn't come for a long time, and Osprey is a dead-end research, which is more of a concern because I've delayed research.

Also, goddamn, shotguns with baton rounds are amazing. Love it.

5
Pardon me if this has been answered before, but why can't I handcuff zombies? I feel like that should be an exception to the general rule of monsters being too strong/weird to handcuff.

6
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: April 29, 2023, 12:40:06 am »
I'm also not sure what changed, but I remember the number of Strange Life Form missions being tedious, and now even on Superhuman difficulty, I feel as if the number is fine now. I don't know if this was an actual change or just my mentality being different after a couple years time. Whatever it is, I like it.

7
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 27, 2023, 12:09:57 am »
It does, but as I understand, the AI is given free vision of your soldier as soon as you hit one of them with your guns. You can avoid that with grenades, but in general the night time advantage lasts only as far as you can choose where you start the gunfight. This combines with sniper/spotter mechanics to give vision to a Lot of enemies with certain factions.

Ty!

night missions still a bit grim then

8
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 26, 2023, 10:59:46 pm »
Also, quick question from someone who's been out for a while - does reduced vision from night affect human opponents?

9
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 26, 2023, 09:47:46 pm »
Allo allo, been a few years, lovely to see that this project is still going. Ambitious and glorious as always.

Side note, I think the installation tutorial is now obsolete: new XFiles doesn't seem to come with Extended packaged, and the readme similarly has changed.

10
The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: May 10, 2019, 01:25:06 am »
Two questions:

Will it be worth starting a new save for that new update? I'm only half a year into my current save, so it wouldn't be too big a loss for me.

What's the purpose of the flashlight? I don't recall what it actually does beyond an electroflare.

11
The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: April 26, 2019, 09:16:37 pm »
Ummm... Which one? :)

Scratch that bug report.

I feel like I saw a -2 for civilians killed in an after-mission briefing. But when I tested a terror mission in battle mode, I properly got -50 for killing a civilian.

I'm doubting my own memory now.

12
The X-Com Files / Re: Re: The X-Com Files - 0.9.8: X-Cool
« on: April 22, 2019, 09:53:44 am »
Is it a bug that XCOM murdering a civilian only gives -2 points?

because, you know, perverse incentives...

13
OXCE Suggestions Archive / Re: [Suggestion] ExecutionOdds scaling factor
« on: December 27, 2018, 04:35:36 am »
I suppose the crucial part is "manually". :P

as in, I tweaked literally all the values by hand, which I am never doing again

14
OXCE Suggestions Archive / Re: [Suggestion] ExecutionOdds scaling factor
« on: December 24, 2018, 04:04:25 pm »
This feature can be useful for normal game, but will ruin most mods. Doubt.

I manually adjusted the executionOdds for an X-Files game. Dunno if I did it correctly, but my game seems to be working fine and without egregious balance issues.

15
OXCE Suggestions Archive / [Suggestion] ExecutionOdds scaling factor
« on: December 23, 2018, 11:50:15 pm »
I'd like to have a measure of control over the pacing of my own game, so I've editted all the executionOdds of the various missions down by a third, to reduce the total number of missions by about a third.

If possible, it would be enormously convenient if there were a way to automatically set a scale (ie. from 0.1 to 1) for all executionOdds at the beginning of a campaign.

Thank you for your consideration.

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