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Messages - Foxhound634

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All right, all right. Still, I don't think there is space, or indeed a logical need, to include all possible combinations. These are holistic transformations.

If I'm wrong, please suggest a better solution.

I didn't even know it was gun kata that was blocked out by blood boosting. Since the description doesn't specify which ones it blocks out, i'm left to wonder which transformation that gets blocked, or transformations if there are several. Testing it out is tedious, and way more tedious if they they don't block both ways but can still be gotten in a certain order.

If it only blocks one, it could just be mentioned in the description. If it blocks several and there's not enough room in the description, i'd say cut down on the lore text. It's fine to have, but it shouldn't come at the expense of useful info. And if you really wanted to have a good lore description, it could have it's own ufopedia lore page (don't remember if that's already the case).

The X-Com Files / Re: Cult missions re-enabled?
« on: July 20, 2022, 09:35:03 pm »
Oh, i didn't know that some missions were independent of the cult's overarching status. So destroy the manors to stop the missions. But can manors establish new manors?

The X-Com Files / Re: Cult missions re-enabled?
« on: July 20, 2022, 06:10:16 pm »
Here's a save file and a red dawn assassination (vip) mission, long time after terminating the red dawn.

PS: No it wasn't any of the dossier missions

The X-Com Files / Re: Cult missions re-enabled?
« on: July 19, 2022, 08:09:20 pm »
Mod version 2.5 and OXCE version 7.5.3, which anyone familiar with this problem could ask about, in case it was a known problem that should have been fixed in a recent patch. And like i mentioned in my first message, i don't "think" i terminated the red dawn...i DID terminate them, and i even double checked in the research tree. No information my ass :S

The X-Com Files / Cult missions re-enabled?
« on: July 19, 2022, 01:57:34 pm »
I could have sworn i terminated the black lotus, but after doing so i discovered one of their bases. Fair enough, it probably spawned before terminating. But then their missions (outpost investigation) started popping up after destroying the base. I went to check the research tree, and i guess i didn't terminate them after all...but then i saw an assassination attempt mission from red dawn, and i DID terminate red dawn many months ago, and double checked in the research tree. Is this a bug?

The X-Com Files / Re: Osiron missions not showing up
« on: July 17, 2022, 11:00:23 pm »
Ok so i think i formally unlocked the osiron missions by researching a zombie trooper. They had an implant thing that directly references osiron. Couple of months later i get the first osiron stakeout mission.

The X-Com Files / Re: Osiron missions not showing up
« on: July 11, 2022, 08:25:45 pm »
You must've gotten an Osiron guy from somewhere. Trading with Wizkids, maybe?

Most Osiron missions are gated behind 'Osiron' having been researched. If you have that, well, I guess RNG fucked you over. :-\

You can get the 'osiron' research topic from a bunch of different sources. I think i got mine from a mid-level officer in one of the cults, though it could also have been a homicidal maniac. When did they first show up for you?

The X-Com Files / Osiron missions not showing up
« on: July 11, 2022, 07:20:37 pm »
I'm in June 1998 right now, and i unlocked the 'osiron' research topic about 6 months ago, but i have yet to see any osiron missions. Am i missing anything?

The X-Com Files / Re: David stole my files?
« on: July 11, 2022, 05:55:02 pm »
So, you gave a runaway reporter some extra-juicy secret info, and now are wondering whether him taking off with these is a bug? ???

Well to be fair, you were given direct control of him, AND he came back to the base with you for interrogation :P

The X-Com Files / David stole my files?
« on: July 11, 2022, 03:03:14 am »
I just did the David Vincent mission, and i noticed a briefcase of Ultra Secret Files lying on the floor. For whatever reason i decided to have him (David) pick up the files and put them in his inventory. After the mission i noticed i didn't get any files. Is this a bug?

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 28, 2020, 10:20:36 pm »

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 27, 2020, 07:22:53 pm »
Hi, i want to talk about undercover missions. Is it just me or are they not worth pursuing at all? I noticed the following.

1) Not being able to retreat from them adds a huge risk, especially early in the game when you only have space for 2 agents in the transport vehicle.

1a) This risk is even bigger when it's the first time you go on a specific type of undercover mission, since you don't know what to expect.

2) The penalty for not going on those missions is very low, and i don't recall the rewards being anything impressive (early game at least, dunno about later on)

So with these things combined, undercover missions just seem like too big a hassle to bother with. Has anyone else noticed this, or am i missing something?

40k / Re: 40k
« on: July 27, 2020, 12:50:12 am »
I have been on the receiving end of this, and even recorded it for my LP. Managed to storm my own lift with just guardsmen, lasguns, and combat knives. There likely should not be that many enemies in the lift, I'll have to check the AI nodes on the map.

The fact that the enemies decide to wait with plenty of TUs for reaction fire is an intended part of the AI though. The main difference here is that this mod has higher armor on enemies than most, and it takes a different playstyle to handle. We give tools to deal with armor and tools to mitigate some risk of reactions, and both bulletdesigner and I enjoy using them. It is a difficult mod because of this, but again we like it that way.

You will still have some losses, but using the tools we've built into the mod to handle it will help you gain more out of the missions than you lose.

I managed to storm the access lift as well, but again, my argument was not that it couldn't be done, but that it presented an unenjoyable dynamic that didn't jive with the rest of the experience. And once again, i'm not against the enemy not using all their TUs, but that's not really what's happening anyway, because the end result is units that are stuck...and that's why it blatantly seems like something that should be fixed.

40k / Re: 40k
« on: July 26, 2020, 02:56:50 pm »
You can avoid reaction fire with smoke & melee combat.

I know that, but you and the others are missing the point. My problem isn't with reaction fire or how to deal with it, the problem is that the behavior of some units are grossly incongruent with the rest, which leads to lack of immersion, paranoia about whether or not you can only take one step before the unit one-shots you, and missions that become way longer and much more tedious because of it.

The worst example was in a base defense mission. I had made the layout so the enemies had to progress like this: access lift > hangar > hangar > hangar > chokepoint. There was more to it inside my base, but it was a really effective layout and normally that's what i would go with. After i had cleared the initial wave however, no more enemies came. I figured they were on their way because they started further back, but no. I started skipping 20 turns in a row, just to see if they would come to me, but no. Because of this bug/feature, 6-7 enemies were just hanging out in the access lift, which meant that all that base defense preparation i had made was now useless. I had move so many troops all the way down there, and then breach the access lift against full-TU-enemies. This made the mission much longer and much more dangerous than it should have been, and the thought of having to go through all that again at some point, made me start a new game...this time with the access lift first, even though it was a much less efficient layout.

That's why it's not a question of dealing with reaction fire, but much worse than that. Given that i don't remember seeing this happen in other mods, i still think it's a bug, but if anyone thinks it should be a feature, they clearly haven't been on the receiving end of it.

40k / Re: 40k
« on: July 14, 2020, 03:28:37 pm »
"The forces of chaos give me strength!" 8)

In general, no one said that it is easy to fight the enemies of the Emperor of Mankind) But so far I have not encountered what you came across. ::) ;D

There are many good ways of implementing difficulty...this isn't one of them. You might as well have all enemies camping around every corner and inside every building. But i assume it's a bug and not a design choice :-)

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