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Messages - Chuckebaby

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 03, 2024, 07:01:21 pm »
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). I wonder if this really intentional. Note that there are a lot of other similar missions where the timer is not that tight or the timer is tight but you don't have the craft requirements (and can use faster transports).

I brought this up a while back. It is nearly impossible to reach these missions unless you cheat (save scum) and leave a vehicle stationary within close proximity.
The rewards also do not match the losses in my opinion.

2
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 03, 2024, 07:24:56 pm »
No key, but it's this. So clicking on the Access Lift does it.

Can this be used to pre place solders for base attacks ?
I'm always confused about how that placement is randomly summed up.
Like 4 guys in one room upstairs near the lift, then 1 guy in the rear corner and so on.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 23, 2024, 11:24:24 pm »
Hi

I got my first sewers mission with the green oozy kinda creatures. Is this a bug in map generation or is the map supposed to be only few blocks with dead ends? I can hear doors opening and closing behind the walls when ending turn so somebody is there. Or am I missing something?

In most cases, hidden doorways are aligned with other doorways on opposite sides of rooms, alley's, etc. A good weapon with armor piercing capability will do the job, reveal the hidden doorways needed.

A thin layer of brick is covering these hidden doors. Some will choose to take the explosive route and begin blowing holes everywhere. I tend to use precision. But everyone is different.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 09, 2024, 09:36:38 pm »
So, you rush up the stairs and...kill infector the same way you kill zombie. Or would you allow it to roam free in the hospital first? For "extra fun" and all that.

I think he means the zombie infecting other civilians. Turning them into zombies as well.
I'm not sure the zombie on this mission has the potential to turn civilians into zombies (I think just kill).
Never got that far, I've always contained the zombie before other civilians were zombified.

But with the amount of civilians on this mission (20+) this could get messy real quick if the zombie was turning all these civilians into more zombies.

5
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 09, 2024, 09:31:12 pm »
So player crafts are not invulnerable after all? That's 2 shots from ship laser turrets.

I've honestly never seen that before. I have been taken out standing in the Kitsune but never the outer walls open like this.
Also had fire from plasma hit under the ramp and burn soldiers that way too.

6
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 06, 2024, 11:50:22 pm »

Raise an army of 100 in two years.


A debatable topic for sure.
20 great soldiers are way better than 100 average soldiers. But expendable bodies are a must in this game so I can respect that.
It's in the beginning game were expendable bodies hurt most (cost wise=30,000 a piece).

7
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 06, 2024, 12:32:51 am »
Hey guys I'd like to update to new version , what is best way to do this without messing up my save? I'm not the best with computers ,

Do I need to somehow Uninstall everything and then reinstall, but keep my save separate then add it in? Or is it as simple as dragging and dropping the files a certain way and replace all?

No need for uninstall anything. it should be as easy as copy/paste for XCF mod location (overwrite).

8
The X-Com Files / Re: Need tips for Golden Academy Tower
« on: January 05, 2024, 12:55:57 am »
The mission itself is fairly easy. it is the reinforcements which bring the challenging portion to full front.
I typically keep a few able bodies near the front entrance because reinforcements will spawn from the front corners or the rear corners. If the rear corners, you have a chance to open the main front door and the reinforcements will enter the rear doors (there are 2 of them on each side of the main stairwell). A few will linger and surprise you on following turns so keep eyes peeled.

Flying gear helps you enter through upper levels but this can sometimes potentially trigger reinforcements. This will be a learning process.

9
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 05, 2024, 12:47:08 am »
Thanks for the new release.
Happy new year everyone. Love this place and love all of you, even the moaners and complainers (which includes myself). You guys are like a brotherhood to me for the greatest retro game ever made.

10
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 02, 2024, 10:35:23 pm »
You can use F5 to save equipment templates and F9 to load them. These work both on the soldier equip screens and on craft screens.



What does the SAVE+ do in F5 ?

11
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 26, 2023, 02:26:50 am »
Dear all,

is there like a chronology of events and if some steps are not made then some are not appearing?



Your really at the mercy of RNG and whatever it feels like giving you. You'll have to wait for a cult forward mission to pop.
Cult missions typically go something like this:

Cults Missions:
There are four main types of cult missions. Each mission category progresses (becomes more difficult) with time and each mission category contains more important members that need to be captured and interrogated.

Mission types:

Cult Apprehensions:
These are the easiest. This is one cult member wandering around town looking to cause some good, honest mayhem. Capture him alive if possible. That will lead to valuable research after interrogation (research) is complete.

Cult Safehouses:
These are a bit more difficult. Playing on “experienced”, there are usually 8 cult members per safehouse. There is also one more cult member type that needs to be captured. Still consider these missions fairly easy for semi experienced agents.

Cult Outposts:
Level three of difficulty when it comes to cult missions. Playing on “experienced”, there are usually 12 cult members per Outpost. There is also one more cult member type that needs to be captured.

Cult Forward:
These are the most difficult. Expect heavy fire, enemies throwing grenades, etc. Playing on “experienced”, there are usually 20 cult members per Outpost. In most cases your main objective is to capture a cult boss. This will open up research for “Cult HQ missions”.

12
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 19, 2023, 06:00:50 pm »
Well, rats basically trivialize these vertical layouts. Motion scanner + psi sense to pinpoint the floor. Can't hide from rats in the basement...
But yeah, I remember having much trouble with those myself, including walking captures. Especially with the CEO mission, all those walkers and supersoldiers with rockets... nightmare fuel. That's why in my older run, I decided to just bombard the building with artillery. Didn't work as I hoped to (razing it to the ground), but had some fun. Workers suiciding from the building, priceless. Then the "high manager" "got scared" too and came out himself to "give up" (:. So, kinda worked out.

I see your screenshots in green (nightvision) for night missions.
Not sure if you know but you can "Hold CTRL + END" to brighten up night missions.
Pressing CTRL + END multiple times makes it even lighter. Nearly identical to a day mission (but only visually). Enemies are still hidden like a night mission.

13
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 17, 2023, 02:22:15 pm »
I mean the "evil" ones.
The real evil ones are the
Spoiler:
1500 point loss.

And pissing off council (which they get over it)

14
The X-Com Files / Re: Some of your most Bizarre missions?
« on: December 16, 2023, 02:05:59 am »
SpoilerOfftopic:
They do wake up. If I decide to run away, green spot stuff will come with me, that's all.

Yeah, handcuffs are a bit of a pain and do not work 100% on very strong captures, like zombies. As for keeping prisoners down, other options are not much less painful, though. Smoke is probably my favourite, but has it's problems.

First, you can just forget about most early KOd cultists - they don't wake up too often. Especially, if you use baton rounds - they don't just stun, but reduce health, and hurt prisoners can't overcome stun easily. The ones that do wake up, will fight. But when there isn't anyone non-stunned left, they will automatically surrender (if they can surrender. Most humans can, except dagon priests and up).

Second, staying in smoke stuns a little - e.g. smoke grenades. You can use this to keep most of your prisoners stunned. Though, if you take too long and prisoner is badly hurt, you will overstun them (broken heart insted of Zs) and they will begin to lose health too.

Third, overstunned ones pretty much never wake up. You can shoot downed targets, including with tasers, to overstun (or finish off) them. If you used only tasers, you'll have ~10-15 turns I guess before prisoner is dead.

The syndicate office manager is one of my favorites. I'll typically carry stunned enemies to the first floor closet.
Throw them all in there with one guy watching the door while the other 3 or 4 (Undercover mission landrover, van humvee only) explore the building.
And as you know, that building is large, many floors, rooms to scan.

15
Help / Re: Scripting
« on: December 10, 2023, 07:21:34 pm »

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