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Messages - AmanitaVerna

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1
The X-Com Files / Re: The X-Com Files online Wiki
« on: January 31, 2024, 06:03:54 pm »
I'm just getting a blank page when I try to load the trigramreactor site today. Seems like it's broken.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 17, 2023, 02:33:46 pm »
It's a Dragonfly, it's gotta glow at night to attract mates? :P

That's a firefly, not a dragonfly. 😛

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 22, 2022, 08:53:23 pm »
Just launch the game and look at these Ufopedia articles. And most Ufopeadia art is equally tacky, silly or borderline NSFW.
Where do you find the commendations in the Ufopedia?

4
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 13, 2022, 10:48:54 pm »
Just wait until the aliens start fielding zortrium spaceships and actually think to put their gravity-conducting circuitry on the inside of their ships. :P

5
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 12, 2022, 07:18:47 pm »
Is this accurate information, or do you just think that you are right?

I am guided only by the in-game description, where it is written for a titanium sword that it penetrates heavy armor better than other weapons. Especially for fighters with a high strength index.

The formula for power and accuracy for each weapon is listed right on the wiki, derived from modifiers that you can see in the detailed information view in-game. The effect you think is there is because the tritanium sword's power is 50 + 0.6 * STRENGTH + 0.2 * MELEE ACCURACY.
Damage is (damage roll(power) * the target's damage modifier for that damage type - the target's armor * armor effectiveness).
Armor effectiveness for the tritanium sword is just 100%.

6
The X-Com Files / Re: Recommended rifle
« on: December 12, 2022, 09:17:16 am »
I meant that they are *literally* smaller, being half the size of the giant car battery looking thing the taser cannons use (and have more shots per clip as well).

7
The X-Com Files / Re: Recommended rifle
« on: December 11, 2022, 06:37:53 pm »
Before I got laser rifles, back when I was mainly facing the cults and monsters, I tended to bring a combination of P90s, UAC Rifles, stun weapons (shotguns, grenade launchers, tactical grenade launchers, or taser cannons), and Asuka 4000s for sniping.

P90s are lightweight and fit in two inventory slots, can be fired many times per turn, and work well against early enemies.

UAC rifles fire three shots every trigger pull and are deadly at close range. They do more per-pellet damage than shotguns, which makes them better against armor. I used them for their ability to do tremendous amounts of damage to enemies at close range, for use on enemies nearby after landing, or when breaching a door or turning a corner etc.

Asukas are a sniper rifle and get damage buffs but iirc from reactions instead of firing accuracy, so they're a little weird. I like them better than the BO sniper rifle mainly because the BO sniper rifle has a 15 tile min range below which it rapidly loses accuracy, and the Asuka doesn't. So agents carrying Asukas can still participate in indoors battles instead of just having to chill outside waiting.

Currently, against aliens and all the things, I'm using a combination of laser rifles (X-Com made, they're better than the alien ones), taser cannons, stun spears against aquatoids to save ammo (because I use power armor and their weapons so far aren't effective against it), sonic blasta rifles if I need high damage, the sonic stun shotgun whose name I forget, and gauss pistols occasionally. I currently can't manufacture gauss weapons or ammo, or sonic weapons or ammo, so I'm trying to conserve my supply, but I like the sonic stun weapon for its ammo capacity and smaller clip size compared to the taser cannon.

8
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 30, 2022, 07:01:35 am »
Didn't you get the flashlight memo? :P

Yes, but then I checked their stats and saw that the cheap flashlights also had less range. It's not like I can't afford to buy my agents the good flashlights.

9
The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 29, 2022, 10:31:54 pm »
I still give four or so of my agents one-handed weapons with mag-lites on night missions.

10
The X-Com Files / Re: Invisible Ninjas??? Black Lotus HQ
« on: November 29, 2022, 03:58:52 pm »
It's funny, I find XCom Files easier than Firaxis's XCOM 2, and way easier than the Long War mod for Firaxcom. Those are just frustrating. I couldn't even get past the first mission in Long War.

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 29, 2022, 03:42:51 pm »
With the latest update, enemies in some Dimension X missions have been acting indefinitely. For their progress, I even have to click on the sign "the application is not responding" several times. So far, this has happened to me on the two final cyberweb missions. At the same time, other large-scale missions not related to changing x are played perfectly.

I just ran into this last night as well, assaulting the cyberweb fortress, on my Android phone (which doesn't do the "not responding" thing, just sits on "hidden movement" for a very long time). I got through the first three or four turns of the mission with the enemy turns taking a normal amount of time, and then after the fourth turn iirc (or on the fourth turn?) it seemed to get stuck on "hidden movement." I left my phone for 10 minutes or so and then came back but it still wasn't done at that point. However, it still wasn't completely stuck, as it turns out. I went to bed and fell asleep while waiting and when I woke up a bit less than 3 hours later, it said it was my turn again. After taking my turn, and watching it for 5 minutes or so, I fell asleep again and woke up 2 hours later, and it was done again. And so on.

I also noticed that the more of the enemy I killed, the faster it went. By turn 12 or so it was taking 5-10 minutes per turn instead of presumably an hour or two. And when there were only like 3 enemies left on the map, it was back to taking only however long it took to show them doing stuff (if I could see them). Once I had my agents actually in the fortress, things moved a lot faster (presumably because the 2/3rds of the enemy force which had been outside were all dead).

(I have OXCE 7.8, and XCF 2.7b.)

12
The X-Com Files / Re: I messed up somewhere and looking for advice
« on: November 20, 2022, 07:53:19 am »
Both have their merits, to be sure. I like how when you go out the ground-level door of the Sentinel, you have cover and are blocked from sight on three sides. But for vehicles with ramps, I prefer to unload a tank first so it can draw fire.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 20, 2022, 07:47:35 am »
Note to self: actually bring some explosive grenades on missions instead of only emp grenades

14
The X-Com Files / Re: I messed up somewhere and looking for advice
« on: November 19, 2022, 04:06:46 pm »
Knowing what research you want to prioritize will help you massively when you do decide to restart.

15
The X-Com Files / Re: Rationalising my Fleet
« on: November 19, 2022, 04:04:06 pm »
Yes, the Raven is quite good for shooting down small and very small UFOs, especially with avalanche missiles and better cannon technology.

As for transports, I'm in March 2000 and I've been doing missions primarily with the Kitsune and a Sentinel (a fighter-transport carries 8 agents), and occasionally with a Dragonfly. My thinking is that since the Kitsune can reach practically the entire world, you really only need additional transports to handle multiple missions at the same time, or because you want to run agents out of many bases instead of just one, or because you want to shoot UFOs down and immediately land agents without needing to call out a transport (which is where fighter-transports come in).

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