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Topics - HT

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The X-Com Files / Regarding Base Defense changes (if any)
« on: March 05, 2021, 12:41:03 am »
I started playing again in Genius difficulty in preparation for the incoming update. The step up in difficulty shows: First month I got 3 UFOs!
Fun time.

There's one thing I'm not sure though: Can enemy ships attacking your base instantly destroy everything as it happens in some mods (like Piratez IIRC)? Do base defenses do anything besides destroying the enemy ships? Has the formula been changed so that if you destroy the enemy ship/s, you get a reward or something? Or at least reduce the number of enemies showing up?

Open Feedback / Reaction fire: Melee or Guns?
« on: November 19, 2019, 12:46:47 pm »
This has more to do with Piratez and X-Com Files, but I think it applies in regular X-COM games as well. If an unit has both a melee weapon and a firearm in each hand, which one takes preference if it can use both? Ie: Storming an UFO, you place a soldier next to the door to hit Sectoids with reaction fire, but doing so makes them come into melee range of the soldier.

Do your units take into account the CQC rules from the mods mentioned above and therefore automatically choose to use melee? If they have a hand slot free, would they automatically use unarmed attacks instead?

The X-Com Files / Readiness system. How does it work?
« on: November 19, 2019, 12:42:02 pm »
What it says on the title. The game doesn't have an Ufopaedia page about the topic yet, and I'm not sure how exactly it works in X-Com Files. IIRC you get bonuses if it's high, but your soldiers start getting penalties as it gets lower and lower. Which is the point where it is considered too low? Which buildings do improve the recovery rate? In Piratez some buildings do, but I think it's not specified in X-Com Files.

XPiratez / Finally started playing this
« on: August 08, 2017, 05:19:41 pm »
After having been playing X-Files, I opted to test the game that started it all. Boy, how do things change. My first "memorable" battle is my party of poorly armed pirates and a parrot against a bunch of hookers, juvenile punks and low-lifes in order to rescue a missing sister. Unfortunately, it seems that you can't reanimate her right away and that I should have tried to capture a bunch of them, judging by the low scores. Sadly, even the starting melee weapons suck, but I guess I'll keep playing and see if I can adapt to the new game-style.

By the way, what does it mean when a weapon causes Shock (ie: x4) and Reaction Disruption? I'm not sure what these two attributes mean yet.

Lastly, is there a way to restore the font color to the original one from previous versions? I was told that there's a mod lost somewhere that does that. The new one makes it a pain to read certain research texts due a poor combination of background pics and the text color, for not to mention some screens have so many words they reach the bottom and keep going, making some bits  unreadable.

The X-Com Files / A bunch of questions from a newbie player
« on: May 24, 2017, 04:45:10 pm »
There's a few questions I have about this excellent mod: Why do Dogs Agents sometimes randomly lose Morale with no apparent reason? It's not explained anywhere, but I believe it happens when they're away from your other units and the gunfire starts. Perhaps they're scared of loud noises?

Another one: How long does an unit take to gain significant improvements while being trained at the Gym? Assuming you have the "train anytime" game mode activated.

Lastly, how long in RL hours can the average playthrough take? So far it seems it might take at least a few dozens hours, seeing that the game is somewhat slow-moving (depending on your difficulty level and which in-game year it is).

I would like to post another topic with my impressions while playing this mod after I saw Slaughter's LP, but I'll hold on that for later, if that's okay to do.

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