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Messages - Empiro

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If you ran out of things to research it means that you probably haven't been capturing enemies. Two bases is the bare minimum at that point, and you should be feeling like you have too much stuff to research.

Middle click is your friend. In battle, middle click and enemy and middle click on the sprite to get ufopedia information. If you don't get more information, it means that you haven't researched them, and you should capture.

Middle click on a research topic to see where it can lead. Press q to search for interceptor and see what you need to research it.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 04, 2021, 09:25:26 am »
I also have no quarrel with the current sniper-spotter mechanics, I didn't have much problem with it unless I used smoke grenades in missions which include a lot of snipers and thermal vision guys (like Red Dawn bases), but that's just me of course.

Red Dawn do not actually have thermal vision on any of their soldiers. The night vision is also a piddling 11 for their top tier troops. What they do have is a lot of snipers, and because they automatically spot any of your soldiers that hit any of theirs, it makes them seem like they have really good night vision and thermal vision, even when they don't.

That source of confusion is why I dislike the sniper mechanic in its current state so much.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 02, 2021, 01:06:23 am »
Most higher tier cultists have a few extra squares of night vision but it's really something like 9 -> 11 or 9 -> 13 at most. That information is available in the Info tab, so it's not too big of an issue, especially since it's still way lower than Dogs' vision ranges.

It's really the automatic spotting when they're hit that's frustrating and confusing. You can test this yourself by shooting with your snipers from the back. Even if your snipers are far, far out of visual range, they'll still be fired upon if there is a clear line of fire.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 01, 2021, 11:46:23 pm »
Just make the missions have less enemies, problem solved. No need for bigger maps and larger transports for even more soldiers.

I do like the occasional mission with tons of enemies though (a high density of enemies to be more specific). Nothing like throwing down a high-explosive or rocket and getting 10+ kills. The main issue is having them right at the landing site so you have no real opportunities to make meaningful decisions before they all jump down on your throat.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 01, 2021, 11:32:44 pm »
The main issue that I have with the scout-sniper mechanic is that if any of your agents hit an enemy, then all enemies "see" that agent. So your agent can be way off in the corner of the map, at night, covered in smoke, but if they hit an enemy, then the AI snipers can all light him up. This aspect both feels extremely unfair and is really confusing to the player.

I was watching Yeti's old X-Com Files streams, and he keeps thinking that enemies have ridiculous night vision and thermal vision because of getting fired upon in those kinds of situations.

I think larger maps can work in certain situations -- the cult of apocalypse missions can have tons of enemies. Bigger maps could mean that you don't immediately get jumped by tons of enemies. I think in general, a bit more separation between your landing site and the main force of enemies could be nice. Still have some enemies next to the landing, but opening the door and immediately seeing 10+ enemies is off-putting.

Larger maps in urban settings would be super annoying though, unless the primary objective isn't to kill all enemies.

Alot of the early game armour arent even to stop wounds, just to lessen the impact. Kevlar vest is prime example, its better than nothing and it changes that your soldier can survive 4-5 hits instead of 2-3.
But the armour after that, the armoured vest pushes the "lessen the impact" to "If RNG god smiles upon thee, you shall not take any damage", the shielded armoured vest pushes it to "Small arms will almost always do no damage" and then the tactical suit which goes "Most firearms wont even dent you". And the Tritanium versions pushes it to the max for a long time.

The Kevlar Vest definitely lets you soak pistol shots quite often, though RNG is a huge part of it.

Armored Vests and Tritanium Vests work really well, but you can still be one-shot because even if you are shot directly from the front, the game can still roll a side hit quite often (feels like a bit too often IMO), and those armors comparatively weak side armor. The biggest reason to use the Suits is that their side armors are quite strong too.

Vanilla PSI was always problematic and both super frustrating (like in TFTD when your guys start getting MC'ed in the back of the sub) and super OP in the hands of the player.

I think one of the things I like most about X-Com Files is that PSI is handled way better. It's still very powerful, but has several balancing factors to ensure that it doesn't completely dominate the game.

I also think that melee is way more viable in X-Com Files -- a lot of the weapons are really fast, and the CQC helps you far more than the aliens (who are often too stupid to move away).

The X-Com Files / Re: Farm animals
« on: February 17, 2021, 09:33:51 pm »
I've seen them in the Cult Cleanup missions where a bunch of Cult of Apocalypse guys are fighting council scavengers, townsfolk and livestock. It's the only mission I've seen the Scavengers in I think too.

The X-Com Files / Re: Research time
« on: February 14, 2021, 01:25:28 pm »
As far as I know:

. is 1 scientist-day
- is 5
= is 20
# is 100

There is up to +- 50% randomness though, so you can't tell exactly how long something will take.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 14, 2021, 01:23:07 pm »
My base is is Albania, so kinda there. I think you think I am inexperienced, and that is why I don't want challenge, but I finished TFTD when I was a kid and did not speak english, alnong with every clone I got my hands on, so I know how to play it, I just don't find combat fun anymore. What I do like is a story, cool gadgets, enemy factions, mission types, etc. of THIS mod. In short, i love this mod DESPITE the game.
Anyhow, starting over isn't really on the table, as I spent considerable time on this, and replaying it would just be wasting it. I might cheat and remove the warning once. I have 2 more bases in construction anyway, so maybe it is salvageable.
I threw in a save if someone needs it, for some reason, not sure.

I took a look at your save, and I'd recommend a restart, though you can recover in X-Com from almost any setback. Definitely take a break if you need to -- I usually take a 1 year break between coming back to X-Com.

You absolutely need multiple bases in this game, and you'll want them early. There is just too much to research and too much to manufacture to get through without them. Note that you don't need to keep a full complement in each base -- just hangers, storage, living quarters, gym, and 10 soldiers to handle the easy stuff. Keep an extra hanger open at smaller bases. You can load up the Osprey at the main base, and then transfer the whole thing over. It works well for the Cult bases and HQ since those stick around for a while. The dragonfly can handle local stuff (e.g. Outposts for easy money).

Extra bases also let you build out more Labs and get more Scientists. While Scientists are expensive, in the long run they make you money. You can research all the cheap weapons and prisoners for points. Points early on means that the funding increase carries forward for your entire game.

The critical research before 1999: Promo III, Radar, Interceptor, Stingray, Kitsune. Try your best to get Personal Armor (or even Cyber Armor, which is the armor you'll be using for a very long time). That requires a bit of luck -- capturing a live alien in a UFO landing, but it looks like in your save, you've already got what you need.

I'm surprised you don't have Kitsune though. I'm not sure what triggers it (you get a notification of Lost Alien Ship Data), but getting the Kitsune means that you basically have worldwide transport range (and in a ship that is both fast and can defend itself). That's why getting the Skyranger / Skymarshall isn't critical before 1999.

The X-Com Files / Re: Research time
« on: February 13, 2021, 12:55:18 am »
The research progress is just like how it works in vanilla X-Com. It's simply a comparison of how many scientists you have versus the difficulty. You can get a rough estimate of how long something will take by the little marks on the top left. Each # is 100 scientist-days, and if you're unlucky, it can be an extra 50% on top of that.

The X-Com Files / Re: Rats
« on: February 12, 2021, 01:05:07 pm »
A decent number of enemies in the game have it too. The extra info tab will tell you if they have psi sense and at what range.

Sectoids have pretty good psi sense. One time, a Sectoid lobbed a grenade through the hole in the roof of a damaged UFO at my clustered soldiers. Later when you get mind control, they're really good for telling you exactly where every alien is inside a UFO.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 04, 2021, 09:02:33 am »
Anyway, here's my unasked for suggestion: megaphones! Sometimes I can't get close to a cultist to stun them without heavy losses, but after taking out enough people I've had them panic and surrender, and that's really satisfying. What if you could use a megaphone to do morale damage (after some requirements are met??) -- the old "we have you surrounded, come out with your hands up, you have no chance!" etc.

I think there are lots of ways to stun enemies already, and I do like that stunning enemies carries an extra degree of risk and difficulty. I do have a different idea for megaphone though -- maybe you can use it to affect civilians / neutrals. Using the megaphone on one should be an automatic hit, and on their turn, they will just move toward your landing site and stay there. It would help greatly in keeping civvies out of harm's way in lots of missions, and also speed things up (once they get close to your craft, they stay there and stop moving, making the end-turn phase go faster). It might not be possible in the current game engine though.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 04, 2021, 08:55:58 am »
NV is an armour property, not a unit property.

Anyway, why do you need to check the stats so badly? I understand armours, because they help see if your weapon will work, but why do you care so much about an enemy's exact strength or accuracy? Is it just curiosity, or something else?

No idea how to do that in the first place...

I think it's fine that you don't know the exact stats and things like the rank since there are already ways to do that within the game using the Mind Probe. In some cases though, lack of stats makes some of the entries a lot less helpful. For example, when it comes to zombie attacks, they do 0 base damage, but get a bonus from strength. If you have no idea what the strength of the zombie is, then you have no idea how dangerous that attack is.

A big draw of watching let's plays is definitely the commentary, though you don't need to be speaking all the time. Make sure to have a good microphone, as that makes a huge difference in audio quality.

The X-Com Files / Re: Early gun balance
« on: February 03, 2021, 03:08:02 am »
Not exactly an early game weapon, but anyone else feel that the BlackOps Smartgun is ridiculously good (maybe too good)? As soon as I got it, it almost instantly because the only weapon I use, other than specialty weapons like Rockets and Snipers. It outclasses all the other weapons you get around that time (late 1998/early 1999) like the Macro SMG, Assault Cannon, and the lasers you find. With Trit ammo and the built-in armor reduction, it can even pierce power suits and tank armor (it's actually one of the biggest sources of friendly-fire deaths on my tanks). The Smartgun has an accurate and long ranged 3x snapshot, along with the slightly less accurate but equally long ranged 5x auto shot. At 25 squares, even if you shoot at the edge of your vision range, the penalties aren't that bad. The reaction fire is also incredibly good because of the accuracy and 3x burst.

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