aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stone Lake

Pages: [1] 2 3 ... 9
1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 10, 2024, 06:11:55 am »
Quote
I have already converted all the crystals I have into operational units, if the concept is that of an interchangeable body like Scout Drones or Heavy Battle Platforms. What I can do?
Get more "crystals" - hybrid embassies / alien bases / mib bases. They're rare, but not that rare.

2
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 05, 2024, 01:01:52 pm »
Quote
This is because I suppose the simulator calculates the values based on the bogus accuracy values provided by the mod and displayed to the users (which do not actually correspond to the probability of hitting the target).
There are many cases where close range damage sharply rises (if it's possible, e.g. select training or starting stats for blops sniper). I don't think that coincides with what ingame interface says. Thus the gunsim has some additional distance-to-probability mapping, at least. And thus results are at least somewhat reliable.

It does account for accuracy and possible amount of shots for damage.
And there are some guns for which damage dips with distance (powerRangeThreshold/Reduction rules, wiki doesn't display it), they're rare though. E.g. - sonic guns. No idea if this is accounted for (probably not).

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 03, 2024, 12:48:10 pm »
Quote
Reptoid Assassination Squad mission has a 8-12 hours timer and a civilian craft requirement (all of which are relatively slow - the fastest three being in 400-550 range). Many times the mission spawns you probably can't get there in time (unless you have a global coverage and every base a strike base).
Buying land rover from closest base (1h delivery) and sending rookies kinda works for me. I'd say, having some pistols on a base does not make it "strike". But yeah, time budget is somewhat tight.

4
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: April 02, 2024, 04:51:14 am »
Quote
is this intentional to have the game this way?
Same holds true for regular hangar

5
The X-Com Files / Re: How often you lose everything you had on craft
« on: March 29, 2024, 07:33:33 am »
Due to explosions - rarely, but it happens. More often I lose the craft altogether, lol. It's a very annoying feeling, but in practice no amount of stuff is comparable to losing even one vet time-wise, so... I just load craft loadout, and it rebuys most of the stuff I need. Unique stuff is not worth sweating over either - I mean, why would one hold incredibly useful things in a pile?

6
The X-Com Files / Re: Wildey vs. armor?
« on: March 11, 2024, 04:00:49 am »
Yes, you are. That stat works as multiplier for target's armor, so 150% would make target with 40 armor have 60.
And weapon/ammo's armor effectiveness of 10% means it nearly ignores armor.

7
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 18, 2024, 07:05:13 am »
Quote
This is why I'm asking when the AI changed, because zombies in my game have completely different behavious to all the other monsters.
They work like that since forever, as Juku pointed out.

Quote
I know how to build them - I'm just raising the point to the modder that it's not very obvious to the player what's going on when the research for Tank/Scout is done and you can buy the ammo, but there's potentially no way to build one.
Quote
I've researched Alenium Awakening, which gives you info on Tank/Scout and the ability to buy ammo for it, but no way to buy or make one. I understand this is dependent on Advanced Robotics, but maybe Tank/Scout and the ammo should be kept hidden until Advanced Robotics is reseached?
Tank/scouts don't need adv. robotics, you can get "AI Unit" with just "Alenium shard awakening". As mentioned, they need workshop to manufacture. That being said, adding "Requires workshop to build" to either or both "AI Unit"/"Alenium shard awakening" pedia would be nice.
Guarding "AI Unit" behind "Workshop" would be nice too. For that, I guess "Alenium awk" unlocking needs to be removed, and "Adv. robotics" dependency needs to be changed to "Workshop".

8
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 16, 2024, 01:13:51 pm »
Quote
- When did the zombie AI change? Back around 2.6 zombies ambled around a lot. Now any zombie in visual range (and that can be a dozen or more) that sees you will instantly start to converge on your agents. Zombie missions are a LOT harder than they used to be.
Zombies are slow, so you can dance laps around them. They're one of the easiest enemies in the game, so...Eh?

Quote
I've researched Alenium Awakening, which gives you info on Tank/Scout and the ability to buy ammo for it, but no way to buy or make one.
You can make one if you build workshop. You need alenium, which is limited, but given by the research.

9
The X-Com Files / Re: Gun Kata requirements?
« on: February 07, 2024, 12:03:35 pm »
You run out of sanity in prolonged / consecutive "this is scary here" missions and through use of psionics. When you do, you regain less TU per turn, for one, for 50% at 0 sanity. If you're playing aggressively, sanity drain is nearly negligible. You can greatly recover sanity with a few hits of nobelon at cost of some health. Thus, sanity is not very important when you know how / don't forget to manage it. And yet, 5 firing accuracy is even less important than 10 sanity, IMO.

10
The X-Com Files / Re: Gun Kata requirements?
« on: February 07, 2024, 06:16:51 am »
Maybe, because you already used it for these soldiers.
Maybe because your maxed soldiers are from some submod and don't support the transformation.
If you're really curious, upload your save somewhere and tell which soldiers you think should be able to be gun kate'd.

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 03, 2024, 04:52:51 am »
In original (and XCF) grenades never explode in inventory, so time is not necessarily a factor.

12
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 28, 2024, 11:26:45 am »
Quote
What orbital station? Do I get a mission for those? I have never come accross something that mentions an alien orbital station.
It comes later. MiB commander from MiB strike ship -> Ethereal Commander from Arbiter -> MiB master log from MiB lunar base -> Alien Orbital...
Pretty much linear.

13
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 27, 2024, 11:28:02 am »
Quote
There is no problem exploring the commander's ethereal. Lightning is a great ship. With the introduction of the Spartans, the game became so much easier that I completed the mib lunar base of 8 agents without losing any. But not the first time.  I play ironman super human. The first time I burned the evidence. I think there's no point in specifically waiting for the avenger.
The point was to be able to progress the plot past Alien Orbital Station. But yeah, it seems that you can get Eth Keeper from Alien Orbital Station and progress the plot from there (and get Avenger). I didn't notice that. It pretty much means that path to the endgame is now way less random. Very nice.

14
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 27, 2024, 02:08:47 am »
Quote
I think I've seen the battle ship, but for some reason even a simple railgun on my tormentor completly destroys it instead of just grounding it. Not sure what's going on there.
"Aggressive" alien ships tend to "fight to the death", so they get destroyed often.

Quote
Well I haven't even seen an Arbiter UFO yet. And I generally haven't seen any UFOs with Ethereals as the race.
Arbiter only spawns after you research MiB commander. Ethereals spawn almost never.
Once you get Eth Commander from the Arbiter, I don't recommend researching it until you get Eth Eliminator / Sentinel for the Avenger.
Just get Ethereal Speaker from Alien Orbital Station.

15
The X-Com Files / Re: A recommendation
« on: January 20, 2024, 01:28:20 pm »
It's just 100-150-200 hours, depending on how you play. Not that much bigger than some of your triple-A titles.

Pages: [1] 2 3 ... 9