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Messages - anothrgamer1234

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1
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 27, 2020, 06:34:30 pm »
So to actually do the mission do I need to let it land or just try to shoot it down without destroying it?

EDIT: So the mission spawned in but why do I have to take a mudranger?

IIRC Solarious wanted to make it slightly less useless. Don't worry, one will be provided for you to deploy in regardless of what you actually use to get your troops to the site.

2
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 31, 2020, 11:58:15 pm »
There IS, in fact, a human faction, that will come out and attack your base if you piss them off before the aliens.

I would love to see a runaway Black Lotus assassin base defense though.

That brings back some unpleasant memories. Especially since my A-team was out at the time and the Syndies decided to bring in a few dozen rocket launchers and Minotaurs just for the occasion.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 26, 2020, 11:17:25 pm »
Cross-posting on behalf of another user:

So I have been enjoying a long campaign so far in 1.5 but I feel like I found a recursive tech dependency and wanted to ask if I am misunderstanding something.
The invasion of 99 is well underway and I am holding on but I am now stuck fighting tiny ships and hiding from anything above small because I can't research further.

Optronics requires Alien Optical Processor
Alien Optical Processor depends on UFO Navigation, Alien Electronics and Alien Multitool
UFO Navigation depends on Alien Power Systems and Optronics.

So in order to progress in the tech tree, I need to research things I need to have already researched in order to research them.  :o

4
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 26, 2020, 01:30:22 am »
No need for workshops or engenieers for the first year and a half.
...
Smoke granades are too unrealiable.

No wonder you were struggling. You need workshops to make a lot of important stuff even before the aliens show up, and if you went that long without things like heavy tactical suits and healing gel then I can only assume you lasted so long because of sheer luck.

And smoke grenades are a lifesaver. They're unreliable only if you're using them wrong.

5
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 25, 2020, 02:36:51 am »
So, if you take too long to complete the Alien Hybrid arc, you could end up stuck with aliens embassies/special bases that cannot be attacked then? I'm still dealing with the cults right now, so I haven't dealt with Embassies yet.

You don't get the alien key (the one you decrypt yourself) from the hybrid arc at all. It's a reward from shooting down a specific type of rare UFO that only appears when an Embassy is present (the Envoy Ship) and then completing the crash recovery. That said, since you get only three decrypted keys in total (the one from the aliens, the Syndicate one, and the zombie one) you won't be able to do anything about embassies past the third one.

6
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 24, 2020, 07:06:45 pm »
Out of curiosity, have you considered adding the Primaris Marine variants (E.G. Intercessors, Hellblasters, Inceptors, etc.) into the mod, or would their fixed weapon loadouts make that option too difficult?

7
The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 24, 2020, 06:58:19 pm »
Hooray, new version. I will upgrade tomorrow. :)

Also, the Alien Key Decryption research last paragraph says:

"It is very likely that the aliens will change the encryption method if we attempt to storm it, even if we fail. And a successful assault will tell them how we got access to the underground facility, so this trick won't ever work again."

Does this really mean I can't destroy the second alien embassy? I just destroyed one in Australia and another one popped in Brazil. I even missed out on capturing those green ehtereals.

Not quite- you just need to find a decrypted key from a different source. You get one from completing the Syndicate arc and another from completing the zombie arc. You're out of luck from the fourth one onward, though.

8
The X-Com Files / Re: ending the Asylum Apparitions
« on: August 22, 2020, 12:14:03 am »
Are there going to be other ghost missions? The Doctor Hadriex mission was my first ghost mission, and I didn't have the technology to capture any of the pirate ghosts. Will I get another chance this playthrough?

Solarious has said before that there will be eventually but they're a low priority right now.

9
The X-Com Files / Re: The X-Com Files online Wiki
« on: August 21, 2020, 06:55:37 pm »
Check search field, or sidebar and drop down menu in left top corner

Is there a means to edit the wiki ourselves or does it have to go through you? I noticed that a lot of the wiki is in need of updating, but I can't add any of the new information myself.

10
The X-Com Files / Re: Clarification questions
« on: August 21, 2020, 06:53:22 pm »
To add to what Mrvex said, you'll also eventually unlock a "heavy" version of those armors. It doesn't have a shield and has slightly less front armor than the vest with shield, but it's got far more armor everywhere else to make up for that and has noticeably better resistance to bullets, cutting damage, and chemical damage (and one of the factions you'll deal fairly soon after the starting cults is very fond of chemical weapons, I might add). However, you might want to stick with the regular vests for melee-oriented soldiers due to its noticeable penalties to melee skill and energy.

The alien alloy variants of both the vest and the heavy suit have more armor, but they also have less inherent resistance to bullet damage (10% less resistance, to be precise). Be aware of that when you're up against enemies with miniguns, sniper rifles, and other weapons that have a good chance of ignoring or reducing your armor.

As a further word of warning, none of them has innate resistance to plasma weapons so you'll want to get your hands on the Personal Armor when the invasion starts. Remember, resistances are at least as important as armor values if not even more so.

11
The X-Com Files / Re: Clarification questions
« on: August 21, 2020, 05:14:26 pm »
Finally got armored vests. Also grenades, and other explosives. Things are heating up.
I have to say, I LOVE the shield addon for the armored vest. Only heavy weapons, or explosives effect you, and while being limited to 1 hand hurts, it seems to work great with a Magnum heavy pistol. Its not quite invulnerability, but it is quite an improvement.

A word of warning- you'll still want a Bio-Exo Suit for monsters since the armored vests offer no innate resistance against cutting damage, and they're equally poor against lasers/plasma. You'll eventually get an upgraded version that's fairly good against lasers, but you need Alien Alloys to research and make it.

12
The X-Com Files / Re: ending the Asylum Apparitions
« on: August 20, 2020, 08:16:27 pm »
Do what I did and hold off on the mission until you can bring lasers along. It'll kill the ghosts outright. Besides, you can't capture them without the ghost tank, which requires ectoplasm to research (and the only way to get that is by either killing the ghosts or being very lucky with land surveys).

13
The X-Com Files / Re: Clarification questions
« on: August 20, 2020, 08:14:51 pm »
Does smoke still do Stun damage? because I haven't seen any effect from sitting in smoke clouds.
Additionally, Smoke Grenades have "Choke" damage, but don't appear to inflict their 60*4 stun damage. Presumably there is falloff of some kind?

Yes, although it's not really noticeable unless your stun levels are already high. It's more obvious on monsters and other things that have a vulnerability to it, although even then there are much more effective ways of causing choke damage. Don't know about the falloff though.

14
The X-Com Files / Re: Clarification questions
« on: August 19, 2020, 07:06:54 pm »

Armor/Vehicles for Cover missions. I know that vehicles error out if you use a forbidden vehicle. If a specific outfit is required, it replaces your selected outfit. What if you have Suit + leather Coat as option, What happens?

It's replaced with the Suit, so you have to remember to equip the Leather Coat before you travel to the mission site.

15
The X-Com Files / Re: Clarification questions
« on: August 19, 2020, 02:06:53 am »
Spoiler:
MiB bases can spawn Stormtroopers, they have a end-game flying armour, if you swat him out of the sky you can retrofit his armour for XCOM via workshop, you can also get powerarmours early this way. This stormtrooper armour is JUST GOOD and Powerarmour gives your dude the ability to tank alot of damage and be almost untouchable by standard firearms.
+20 accuracy, +20 reaction, no penalties to anything, flying, good sight in darkness and 80 point of frontal armour (Which means human weapons wont even dent this armour)


Spoiler:
MiB bases are also full of strong enemies, including tanks and even Sectopods, and by the time they first show up odds are good that most players haven't even moved beyond the standard lasers yet. Granted, the armor's good for snipers but the nonexistent plasma resistance makes it a burden against aliens. Overall, it's nice if you can get it early, but you'll be taking a risk that could be avoided just by investing in Jump Armor.

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