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Messages - vitto

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1
The X-Com Files / Re: Worst I have ever seen
« on: December 04, 2020, 05:27:28 pm »
1. The problem is that the last mob was burried in the wall  ;D Yes, it's funny when you complete the mission. After running for the Fusion Torch. While all team are screwing up of low morale. Very very funny.
2. I don't want to check, but probably I can't go down in Stormtrooper Armor because of the mob. Meantime I can't see him while flying over it, that's weird.
3. The problem in X-Com Files is not Golden Dragons itself, but increable, and in most cases unneccessary, penalty after each turn. In this case I have left only about 10 turns before whole team started screaming like puppets. They are all soldiers, elite of the elites, best of the best, 200+ missions, 500+ kills and still they just babies. Thanks to you and your logic.

Take the save and look for yourself. The save was made after "fixing" Golden Dragons.

I'm sorry about my previous harsh statements. I'm playing X-Com Files for the first time. And I laugh about this post because of the situation is really funny when you are looking at it as a third person. Still, morale's penalty over each turn is too much and Sensorium is sucks, honestly.

EDIT:
Golden Dragons are useless in most cases:
1. The root issue. The sanity recovery does not working when a soldier is wounded. First you would get wound recovery X days, after that same amount of Y days after the mission for sanity recovery (like the soldier woud not get a wound).
2. Golden Dragons tradeoff is only working when you won't loose a soldier, but there're no qustions when you need just to find out the last mob. You can easyly skip all screams and do not use any Golden Dragons. Because what's the reason of getting X wounded's + Y sanity's recovery days? No reasons.
3. The price of using Golden Dragons is very high already. The amount of the healed sanity is low, in most cases you need to use it for a whole turn, e.g. 3-4 times to do something useful. In the end the total cost is: 1 turn, 1-3 wound recovery days, 7+ sanity recovery days.
4. Conclusion. What's the point of getting wound recovery days, when a soldier already useless within next 7 days? A few more days solve no problems.
5. In the endgame all this looks like that soldiers have a lot of sanity recovery holydays. Yes, holydays, because there is no word how to describe it in other way.

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The X-Com Files / Worst I have ever seen
« on: December 04, 2020, 02:05:04 am »
Do you think this is funny, huh? Did you ever test your mod or what? I have no words about such cases. This is not first time I saw this "funny situation". This was last time after that I have started modding openxcom, now Golden Dragons "heal" morale at maximum without any stupid -1hp / -6 stun. Thank you.

P.S. This "area" is unaccessable in Stormtrooper Armor, a character can't go down. And what I have to do if all team were in this armor?

3
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 25, 2016, 05:39:51 pm »
Perhaps you missed the research for the Crab, sitting at 525 HP plus some built-in shielding?
The Crab is a dropship with 1xLT, 1xHV.
Quote
There is also the Kraken at 900 HP, and is only one heavy weapon down from the Dragon, at the cost of speed.
Yes, it is. Looks like I just missed it. The question is closed.

4
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 25, 2016, 06:27:01 am »
I am finished the game, date: 6 Nov 2607. I found last Star God by an accident in a place where I did not expect to find it. I already said my thoughts about this game. Something I have missed:
  • Vessels: there are no mid-game vessels at all. The Dragon vessel is best of the best: 2 x Railguns + 2 x Plasma Beams and this setup may put down about 5-7 Cruisers/Battleships/Gunships/you name it in non-stop mode. Nice replacement for well-known Avenger but I think Dragon is even better. There should be a vessel with 500-700 HP, because now you have only one choice: either 250-300 or 1200 HP...
  • Missing item description for Astrocaster. Nice music :)
  • Missing information screen for "Heavy Metal" (to build Astrocaster, right?)
  • A typo  in the description of Destruction Outfit. Currently description text says that it regenerate only Stun damage, but its actually regenerates and Health too. So, it is like a light version of Bio Armor, but with special effects :)

Well, first of all, thank you for the nice game. It is real new game with own lore and setup. Not a just a mod or something like that. I like this game.

A few words about enemies:
  • Demons: they should be stronger and fearsome. Instead, I felt that I am fighting against zombies/hybrids (from FMP) and maps are almost same... Well, hounds should use panic attacks and have a lot of TUs, because mostly they are stay stuck or can't even come closer to gals or run away from me. Demon Soldiers should be stronger/have better armor. Well, I said this again and repeat now. In comparison with Cyclops (I dislike them honestly) all "scary" units are, actually, pussy cats, tomcats, I don't know. But dumbest and weakest Cyclop wears an ultimate and best of the best armor in the game (sic!).
  • I have found that Catgirls are most dangerous and most interesting enemies (especially those who use invisibility ability). First, they use all types of weapons: if they can they shoot at you, if they can they use melee (in some cases they can kill gals in Bio Armor even, respect, because it was my tactical mistake and not a balance issue). Secondly, they have enough TUs to make an ambush or run away and so on. And last thing, they are f***** scary in night time missions.
  • Lobstermen are too weak, IMHO. You take away from them all weapons, they have same amount TUs like in original/TFTD and they are not a threat, really. Their armor is also weak. But I am glad that you keep them, they are so cute :)

A few words about the ending:
  • Can't say that building last ship was interesting. In comparison, building Destruction Outfit was remarkable and harder. Yep, 150 souls... Scary-scary outfit, so scary that it even works in the Mansions (quite funny, can't say that this is a bug or the outfit is overpowered, because its cost such pleasure, may be increase a dosage from 3 to 4 souls per essence? :)
  • Cydonia. Well, I hope you will find a time to change this.

Thanks again! And have a nice day!

5
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 24, 2016, 04:04:04 am »
Very helpful analysis, well except the 'how could I keep my gals alive in Ironman mode'. You cannot, hopefully. Also you're very lucky you've made 6 years in w/o a critical crash. Ironman is unadvised.
The current balance is not Ironman-friendly. IMHO. No need to create overpowered armors/weapons because this leads to "unadvised" solutions. I really love Ironman mode in the original and openxcom/vanilla, because it gives better feelings and even can teach you be calm :) Also, only Ironman mode may provide unforgettable situations, like "run, run guys I will stop them!" [charging high explosive around dozens of chryssalids] and in the last moment you realize that others will not have a time to be on ship and... almost everyone dies by an explosion =)))

Your option, "Ironman is unadvised", is not what casuals/veterans expect to hear. May be you should try to change a balance so that Ironman mode will advised? ;) Well, not now, may be latter, after 1.0 or ... well, I don't know.

Quote
Cooker is the counter against super-armors. It's almost a non-issue if you're using fast troops.
Actually it depends on a map. A crew of Battleship holds at least 4 guys with cookers.... Ah, you are not expected that someone may fire from a top using darkened hole? You should be!

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Seductress isn't fully tested yet, it's possibly quite OP. The disadvantages are serious - as in, no armor whatsoever. Maybe not serious enough, I agree.
Novice outfit even worse, but as part of role-playing its worthless. Wands should be more powerful!

--

So, what about MSDF (mutant forces/pogrom-stopper) and Star Gods. Will I see them in this playthrough? Any chances?

Thanks for a reply.

6
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: June 23, 2016, 04:58:49 pm »
Well, it is my first playthrough and I am stuck, ver. 0.99. Year 2606 already, but I saw only once "The Coordinator" in my first encounter of them about few years ago. Of course I killed him. Now, I am finished almost everything: MSDF & Rebels has been done. New (last) year became especially strange: early I saw many raiders driving casual vessels, spartans driving >raider's< vessels, but last thing was the govt forces attacked my base... Weird. I supposed this was a training mission between their and my forces =)

Ok, back to the problem. How to catch that son of b****? I did not saw any ships with Star Gods about 2 years and without their codes looks like it is impossible to finish the game... How many years I should wait? Or this is the end of my playthrough (because I must be careful about research decisions in next time)?

--

Anyway, weird things I saw, IMHO, shortly: cyclops, ghosts and willie pete.
1. Cyclops: no need to create enemies with an armor better than tanks/lobstermen.
2. Ghost armor: the game engine does not understand its mechanic. We, players, can understand why a doorway passage is blocked by "invisible wall", but the game engine does not understand such situations and there is endless loop appears.
3. Invisibility is not described. Well, until I have tested by myself how ghost armor is working I was very very angry about such "innovation" in the game. Hint: try to heal your "ghost gal" with another gal :) This should be explained in boobspedia.
4. Willie Pete is ultimate. First, it is one-shot killer for cyberdiscs. Second, its side-effect works against power armored units. And third, the damage caused on most units even better than fusion grenade (!).

Also the next items should be nerfed, IMHO:
  • Kruger: overpowered, aiming should be lowered. Reticulant Plasma Gun have even worse aiming, but it is a rifle (!)
  • XG Chaingun: overpowered, aiming should be lowered. Bio Armor + XG Chaingun are your problem solvers forever. How many guns invented? And still like in 90s (I mean original X-Com): one ultimate armor, one ultimate weapon.
  • Ghost dagger: should be removed or nerfed. But. Using it against cyclops does not provide enough pleasure. 2-3 gals trying to kill one cyclop with ghost daggers in their hands and... may be, may be in this turn you will be lucky and you will kill it (how to play with such mechanic in ironman mode?!). I have an idea... remove the possibility to manufacture it as weapon, yep, keep it only as an armor set item :)
  • Microwave Cooker: not funny at all. One-shot killer against Bio Armor. And how I should keep my gals alive in Ironman mode?! No. The problem is... one beam of microwave cooker is even better than shot of sectopod's gun. Does not this looking strange, hmm?
  • Seduction versus everything else. The problem is that most knock/stun/stasis/you name it grenades AND all stun items does not working at all!!! Ok, knockout and stun grenades are working as intended, but cattle prod is really sucks. One shot of seduction "spell" and guildmaster/provost/everyone (except demons) will drain floors in your base. And what about cattle prod? Well, may be, may be 10 your gals, each with cattle prod in their hands will put down big bad GM in one turn. But may be he will draw his gun and kill few of yours. Hehe. Not funny. What is the point of cattle prod if its effect a bit, repeat, a bit better than stun rod? Hell, I remember that smoke grenades works even better than all that stuff. Also, there is a problem with random "wake ups". The stun effect of seduction spell is much greater (units will wake up rare). And in compare with airlessness wand... well, this thing is really broken, its work even worse than harpoon, and 7 shots... IMHO, this wand should be reworked: 100% hit guarantee, 100% armor penetration and so on. Hell, 7 shots which may be hit and may be not (even if it hits somebody, this does not mean that unit will be stunned, you should shoot more and more).

Ok, may be I am wrong. But that's my first feelings about X-Piratez Extended. Don't be too angry on me. Ty!

7
XPiratez / Re: Bugs & Crash Reports
« on: June 13, 2016, 05:10:50 pm »
Megascorpion Stings. Sell them, and you can get to your base defense.
It works. Thanks a lot!

8
XPiratez / Re: Bugs & Crash Reports
« on: June 13, 2016, 05:03:25 pm »
CTD on base attack in version 0.99
The main base ("junktown") is under attack but after defense fired up I have got a CTD, after clicking on the button "Aye".
I don't know how to find out what is causing a problem and how to fix too =(
A save is in an attachment. Steps to reproduce: click "begone" on ufos and within 1-2 days they will come to take over the base.

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