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Messages - Zesty

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XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: December 11, 2023, 09:16:54 pm »
Personally my only grave annoyance with Xpiratez is how often new bases seem to get attacked before I can reasonably set up to defend them. Like I start building on March 1st and then Apr 2nd an attack comes. If you didn't build living quarters immediately you're screwed, if you didn't send over soldiers/weapons immediately you're screwed, if you tried to hire new soldiers on Apr 1st then they haven't arrived yet and you're screwed, and fighting off base assaults early game when the map is only 2 or 3 rooms with 30+ enemies in it is a special kind of hell. Maybe I'm unlucky but it feels like an asshole RNG move that kills 1/3rd to 1/2 of my bases. If attacks on new/small bases could be toned down against it'd be nice.

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XPiratez / Re: Bugs & Crash Reports
« on: November 12, 2023, 05:20:12 am »
No idea dude, it is you who managed to do that first. Only you can know the secret (another explanation could be very low computer specs, I guess?).

Definitely not a computer spec problem (7600x, 32 GB ram).

Obviously I laid out the base to give them a long path to walk through but I'm not sure how I did it still.

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XPiratez / Re: Bugs & Crash Reports
« on: November 10, 2023, 02:07:57 am »
I wish this kind of thing happened to me just once in the 100s of base defenses so I could finish a base defense in 2 turns lol! But no, they are always swarming, which can be quite !fun! if defenders are thin :) Zesty must have been born under some unholy lucky star or has a real talent to Hideout construction that causes such unheard of behaviour :)

So is there something I should know when building my bases to avoid this bug? Are they trying to path to a specific tile that I'm blocking somehow?

And yeah, if I knew this would happen it would be easy. I just normally don't equip the grenades during base defense since throwing in low ceiling rooms is problematic.

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The X-Com Files / Re: Promotion II
« on: November 10, 2023, 02:05:28 am »
To be fair, at no point does the tech tree viewer "deceive" you. It tells you exactely what items unlock what research topics and what prerequesites are needed. The tech tree viewer is a crutch, not an integral part of the mod, given the massive spoilers using it entails.

It does deceive you. It lists, say, Plasma Blade as a path to unlocking Cool Alien Gadget. Except you need an improved lab to research it, which requires promotion 3, which requires promotion 2, which requires Cool Alien Gadget. So Plasma Blade cannot unlock Cool Alien Gadget no matter how you do it and even if you get your hand on one its useless for this purpose.

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OXCE Suggestions OK / Re: Option to disable "Hidden Movement"
« on: November 05, 2023, 04:08:11 pm »
This would be a nice feature. The Hidden Movement screen doesn't really add anything to the game, and becomes especially annoying when an enemy is firing multiple times and hidden movement pops up between each shot. I don't have any problem with the flashing being uncomfortable but it does still make it harder to read what's going on compared to just seeing the battlescape at all times.

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OXCE Suggestions OK / [Suggestion] ETA for ground missions
« on: November 05, 2023, 04:03:33 pm »
It'd be nice if we could get a predicted arrival time when launching a craft and (more importantly) a day/night indicator for when arrival will be.

Something like:

Target: Landing Site-X
ETA: 2 hours (put the icon for night missions here if it will be during night)

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Sprinting (holding ctrl for movement) and pathing through doors gives an inaccurate (over) estimate of the TUs that will be left when the movement is more than 1 step. Can be seen very easily in OG TFTD on the starting triton. Seems to apply only to the automatic doors that close at the end of the turn rather than doors that stay open. Remaining Energy is also off.



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The X-Com Files / Re: Promotion II
« on: November 02, 2023, 03:31:44 pm »
At the very least, items which can't unlock Cool Alien Gadgets (due to having a prereq that is past it in the tech tree) should not be listed as able to unlock it. I was about to post a thread asking whether the mod was actually broken and uncompleteable because I'm in Feb 1998 with 4 alien artifacts sitting in my inventory and out of reseach options.

I'm fine with "just do more missions and capture more dudes for interrogations", but at the very least the tech tree shouldn't deceive you. Here I was waiting for months to do a half dozen incredibly deadly and painful missions for alien artifacts when I could have just stunned a few more of those morons.

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XPiratez / Re: Bugs & Crash Reports
« on: October 30, 2023, 12:12:22 am »
On the last part, I'm almost willing to call it a feature and not a bug  :)
Like the OXCE AI has learned on how to camp, battle square style.

Yeah its actually kind of funny how much more effective that is than actually coming after me. My melee girls would easily massacre them if they ran forward.

The only problem is that they haven't figured out how to turn to face me so they can see me for reaction fire.

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XPiratez / Re: Bugs & Crash Reports
« on: October 28, 2023, 09:55:49 pm »


Most enemies are stuck and refuse to move, 11 turns in. Which is a bit of a problem considering they have full TUs and reaction the hell out of me if I poke my head out...

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 14, 2021, 09:35:42 pm »
Like the mod, have a few problems with progression. Too much is locked behind capturing high rank aliens to unlock higher tech. These can be impossible to find depending on what RNG spawns for you. I did one battleship assault around May/April vs. floaters where I captured 2 leaders and 1 commander but it's now July and I've had nothing but Anthropod and MiB missions, neither of which generate high rank aliens. The only exception was two chtonite and a single waspite mission where I didn't get anything. I'm sitting around with nothing to do with my researchers while 350 engineers churn out endless money from motion scanners.

Suggestions:
- Give all aliens high ranks to capture.
- Trim down the number of MiB missions.
- Move the mind probe much earlier in the tech tree so it can be used to see alien ranks. As it is it's kind of at the end of the tech tree so it's mostly useless by the time you could get it.
- Make the alien race appearances more varied if you can. If its possible to exclude an alien race that has appeared from appearing again for a certain amount of time that'd work well. As it is I've not seen snakemen, ethereals, mutons, cerebreal, chasers, gazers, or reptoids. Maybe I'm just incredibly unlucky but not getting to see all the aliens kind of sucks.

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Open Feedback / Re: UFO interception questions
« on: September 08, 2020, 12:14:01 am »
Thank you, very helpful!

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Open Feedback / UFO interception questions
« on: September 07, 2020, 10:10:21 pm »
Hello. Long time X-Com player here. Wondering about a few things:

1. What all goes into deciding whether a UFO gets away during interception? It seems like all x-com craft always close in to combat range at the same rate regardless of the x-com craft's speed, regardless of the UFO's current speed on the map, and that UFOs then simply escape at a semi-random time. What factors go into this?

2. Is there any good way to guess whether a UFO will land or not? Sometimes I see UFOs slow down and stay very low but never land. Obviously assaulting intact UFOs is preferred but its quite annoying when you let one get away because you were waiting for a landing. Is there any giveaway that a UFO is on a mission that involves landing vs. just scanning around?

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 28, 2018, 03:34:19 am »
Ufopedia says that the stun rod can't miss. This in incorrect, it can miss if wielded without the offhand free, giving it 80% accuracy.

Is it intentional that high explosives aren't buyable on the market or creatable through manufacturing? They show up in the Ufopedia as a starting weapon. EDIT: Nevermind this. Just figured out that "hide item" thing in OpenXcomEx.

OpenXCom's settings let you customize the base's starter layout. Look in options and then advanced.

I understand this, but if FMP is going to give a better layout from the beginning there's no reason to choose the worse setup. Using the fully planned base feature feels too much like cheating, and fixing the starting base in FMP requires re-buying the incredibly expensive large living quarters.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2018, 07:21:23 pm »
Seem to have encountered a missing string for the first mission I got, hybrid supply or something.

Also, could I convince you to reverse the starting base layout? Hangers at the south end of the base gives the AI doors to hide behind, you want the hangers at the north end  :)

EDIT: Also, the Ufopedia has an incorrect description for the large living quarters. It says it's more cost efficient than standard living quarters at 2.25M + 60k a month for 200 people, yet 4 normal living quarters is 1.6M + 40k a month for the same number of people. Large living quarters is more space-efficient since it has 1 built in storage, but even building 4 living quarters + storage is more cost efficient than large living quarters

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