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Topics - Empiro

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The X-Com Files / Most Efficient Blood Plasma Extraction
« on: January 08, 2024, 11:34:59 pm »
In the game, you often will get way more Energetic Blood Plasma than you need, even before you get the ability to produce it yourself. Since selling creature corpses and live creatures are a good way to make money, I took some time to figure out what are the best monsters to extract blood plasma from, and the best ones to sell. The following table gives the opportunity cost per unit of blood plasma, taking into account the cost of the material (versus just selling it), the project cost (usually low), and labor cost (also very low), along with what extra stuff is produced (i.e. zombie parasites).

The gist of it is that Zombies, both alive and dead, are usually good for extraction, mainly because you can sell the parasites that are produced. In the early game, you're also likely to encounter the following good candidates: Bullfrogs (though you might want some to make muskets), Spikeboars (same, but with Quillbows), Shamblers, and Mongorns.

On the flip side, anything that requires multiple corpses like rats and such are very expensive per unit, and it's usually best to sell those. Also note: anything with a * below has alternate uses or other products that you should also take into account. (I didn't count zombie parasites though).

Blood Plasma: Megazombie Corpse   2620
Blood Plasma: Zombie Boomer Corpse   3700
Blood Plasma: Zombie Corpse   4100
Blood Plasma: Fat Zombie Corpse   4360
Blood Plasma: Bullfrog Corpse*   5380
Blood Plasma: Living Battered Zombie Trooper   6073.333333
Blood Plasma: Chryssalid Corpse   6100
Blood Plasma: Living Zombie   6300
Blood Plasma: Living Megazombie   6733.333333
Blood Plasma: Spikeboar Corpse*   6940
Blood Plasma: Living Female Tomb Guard   7203.333333
Blood Plasma: Living Male Tomb Guard   7203.333333
Blood Plasma: Living Fat Zombie   7740
Blood Plasma: Shambler Corpse   7940
Blood Plasma: Living Zombie Infector   8305
Blood Plasma: Strix Corpse   8332.5
Blood Plasma: Living Strix   8905.714286
Blood Plasma: Living Shambler   8970
Blood Plasma: Living Giant Bombardier Beetle   9180
Blood Plasma: Zombie Infector Corpse   9360
Blood Plasma: Mongorn Corpse*   9750
Blood Plasma: Living Chryssalid*   10062.5
Blood Plasma: Living Spikeboar   10220
Blood Plasma: Living Bullfrog   10253.33333
Blood Plasma: Reaper Corpse   10333.33333
Blood Plasma: Living Giant Rat*   10490
Blood Plasma: Living Fenrir   10920
Blood Plasma: Tomb Guard Corpse   11013.33333
Blood Plasma: Living Giant Beetle   12360
Blood Plasma: Fenrir Corpse   12380
Blood Plasma: Living Reaper   15166.66667
Blood Plasma: Living Mongorn   15375
Blood Plasma: Owlman Corpse   15880
Blood Plasma: Werecat Corpse   15880
Blood Plasma: Werewolf Corpse   15880
Blood Plasma: Living Owlman   17940
Blood Plasma: Living Werecat   17940
Blood Plasma: Living Werewolf   17940
Blood Plasma: Zombie Trooper Corpse   18100
Blood Plasma: Living Megascorpion   20460
Blood Plasma: Living Zombie Boomer   20500
Blood Plasma: Giant Beetle Corpses   21020
Blood Plasma: Giant Rat Corpses   21300
Blood Plasma: Megascorpion Corpses   22500
Blood Plasma: Living Black Werecat   22940
Blood Plasma: Living White Werewolf   22940
Blood Plasma: Living Shadowbat*   25560
Blood Plasma: Living Chupacabra*   30460
Blood Plasma: Chupacabra Corpses   31500
Blood Plasma: Shadowbat Corpses   49800

The X-Com Files / Promotion II
« on: October 27, 2023, 11:54:00 pm »
One thing I'd like to see improved is the progression to Promotion II. I think Promotion II is when X-Com Files really kicks off, but it's highly dependent on luck / randomness. In both my last 2 games, I basically stalled out before getting Promotion II, and almost ran out of things to research. It feels like the Cult Network and the Cool Alien gadget requirements are the most problematic requirements.

In my current game, I literally had 0 EXALT Safehouse missions until December, even though I got EXALT researched in January or February (lots of boring cult apprehension missions for EXALT though). I'm not sure what's the best way to fix this, but perhaps guaranteeing Safehouse missions after a certain month could help.

In a different game, I couldn't for the life of me fulfill Cool Alien Gadget until around the same time. I think Cool Alien Gadget is particularly kind of problematic. I get the intent -- you get something cool in your stores, and you want to hire a chief researcher to study all this cool stuff. However, the requirements for researching almost all of the items in the list either directly or indirectly depends on having the Lab, which requires having the researcher in the first place. 95% of the time you end up researching a PsiClone, which is closely related to the EXALT Safehouse requirement, and the item itself is hardly that cool.

I thought it's the case that in the latest OXCE versions, it's possible to check your base stores for specific items? Perhaps it's possible to check your base stores for a "cool item" (excluding PsiClones, as they're not that cool), and from that, generate an event that gives you the "Cool Alien Gadget" tech, kind of like how you have the character intros at the beginning of the game? The "hire researcher" task could be made more expensive to compensate for not having to research the item itself.

Suggestions / UI addition: Remaining TUs when pressing ALT
« on: September 22, 2023, 08:01:51 am »
Here's a QoL / time saving idea I've been kicking around. I'm pretty knowledgeable myself when it comes to writing software, so it might be something I take a stab at if folks think it could help.

Basically when pressing ALT, in addition to showing facing, also draw a small bubble above each of your soldiers, which shows approximate remaining TUs. My mock-up below shows what I mean. The color coding should be something like green: >=50% TUs, Yellow 4-49% TUs, Red < 4 TUs (basically no time to do any movement). The bubble should also be partially filled based on remaining TUs (e.g. a half bubble means 50% TUs)

I think it can really help save time if you're looking for a soldier with TUs to fire at an enemy without resorting to clicking on each of them.

Bonus: when holding ALT, also show the TU bubbles of off-screen soldiers on the edges of the screen. This can help you when you're checking to see if anyone still has TUs remaining before the end of the turn.

The X-Com Files / Does anyone else love the early game ?
« on: September 19, 2023, 09:57:19 am »
Is there anyone else here who absolutely loves the early game stuff and prefers it to the late game stuff? For me, arresting cultists, shooting a bunch of zombies, and occasionally encountering that tough alien with just a handful of agents using mostly conventional firearms is really fun and intriguing. I just find it fresh and exciting to be working as a shadowy organization to uncover what's hidden. Everything also just has an air of believability to it all.

I actually would love to stay behind the scenes, and keep doing clandestine operations all the while X-Com the military organization is fighting an interstellar war against the alien threat.

Later on, you're traversing into the bottom of the ocean, going to Dimension X, dealing with the underground lizard-people, all while fighting off aliens in your advanced hybrid alien craft and wielding a multitude of sci-fi weapons and armor. That's cool and all, yet it's still not as compelling as the early stuff.

OXCE Support Y-scripts / [Answered] Any way to tell what facing was hit?
« on: January 08, 2021, 10:18:58 am »
Like in the way of debug logs or so on (I don't mind reading off a text file log or something)? I've been playing X-Com and various mods on and off for many years, but since playing the latest OXCE with X-Com Files, I feel like my soldiers' side armors are getting hit way more when I'm facing the target (even when it's zero-offset directly in front). Just being slightly higher than the enemy (1 elevation higher, but many tiles away) results in the under armor getting hit often.

I'm aware that at times, your sides can get hit even when getting shot from the front, but I feel that lately, it happens way more often than it used to. I also realize that there's a certain amount of confirmation bias at play here (if I get hit but don't get hurt, it probably hit the front armor, and it wouldn't have damaged the armor, so I can't tell where it hit). Still, it'd be nice to be able to see and confirm this. If there isn't a way yet, but it can be done with a relatively simple script, I can probably figure it out if someone points me in the right direction. Thanks in advance.

Open Feedback / Aliens too passive?
« on: January 16, 2014, 03:56:06 am »
Hi all, I've been playing the nightly build (1/11 build), and one thing I've noticed is that the aliens barely do anything at the strategic level.

I've played all the way to June at the veteran difficulty, and it seems like the only thing I encounter are Floater scout UFOs. I see Sectoids now and then (scouts mostly), had one Snakeman terror mission, and 0 encounters with Mutons whatsoever.

Other than a Floater battleship on retaliation mission that flies around Asia (not very close to my base), I think I've only seen 2 medium sized UFOs (abductor class). In addition, I think I've only seen a UFO landed once (and it took off before I could assault it).

Pretty much the only missions I see aliens doing are research, abduction and terror. I haven't seen a single UFO on infiltration or base (might have been one on harvest, but not sure). I took a look at my save games, and it pretty much bears out what I said above -- nothing but sectoid and floater research/abduction/retaliation missions and 1 snakeman terror mission.

Maybe I've been just lucky to not get tons of infiltration and other missions, but it just feels like in the original X-Com the aliens are way more aggressive (or at least diverse) with their mission types. Basically, in my game, I'm bored -- I've researched almost everything, but barely have any elerium to build stuff, and I haven't even had the chance to capture a psionic sectoid to start my psi project.

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