Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Barth Gimble

Pages: [1] 2
1
Released Mods / Re: [MUSIC] X-Files Soundtrack
« on: November 25, 2018, 06:24:50 am »
Thank you for this. I used your soundtracks while playing the X-Com Files mod, and it's great stuff that really added a lot of creepy ambience to the gameplay experience.

I listened to them first and didn't use them quite the way you have them labelled, but in particular Train Tune, Anasazi, and Jonestown Cocktail are very good pieces that people should consider adapting into their own games.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 25, 2018, 06:06:23 am »
I finally finished the game. Great job on this mod! I had a good time playing.

The very last thing that happened in the game was a bug. The series of screens describing the final dialogue with the alien brain plays two times before the the victory/stats screen appears.


3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 18, 2018, 09:23:06 am »
a) On the Pharaoh's Tomb mission, the alarm screen that pops up when this appears says STR_PHARAOH_TOMB_ALTAR, but when checking out the mission briefing screen it correctly says "Pharaoh's Tomb"

b) The opposite of what I mentioned last weekend-- on the mission where Reptoids are building their tower of doom that kills every living thing in the vicinity, that seems like a mission where Hazmat/Toxi-Suit/protective gear should be required, but any outfit is currently allowed.

c) On the "Ooze Infestation" mission, there should be an "Allowed Outfits" notice or even just a mention in the briefing about outfits. I was surprised to see the guys I deployed changed into Hazmat suits on arrival. If I'd known the mission was a toxic atmosphere, I would have sent a different team from another base who are always ready in Toxi-Suits for such missions.

d) Maybe not an actual bug, but I'm getting pretty far along into the game at this point and I hardly ever get any Alien Electronics items. I've only found maybe a dozen so far. I'm not saying they should grow on trees, but on the other hand there are some manufacture items I'd like to explore but it can't happen because I have no spare electronics.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 11, 2018, 11:41:59 am »
I got a "Small Reptoid Settlement" mission, and on the briefing screen the button for "Allowed Outfits" was shown-- but it seemed to list pretty much every possible armor as allowed. Maybe some parameter or flag needs changed to prevent this from showing (or if armor is supposed to be restricted, I don't think it's working).

5
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: October 24, 2018, 05:38:36 am »
the hyperwave decoder has 100% detection rate.

So other radars aren't needed after building the hyperwave decoder. Is the hyperwave coverage global? In other words, is it wasteful to have a hyperwave decoder at each base instead of just having one?

6
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: October 23, 2018, 02:19:36 pm »
Thanks for the tips and info.

The alien invasion part of the game seems to be going slowly, as the ETs are still sending mostly smaller vessels. I kept the CF-105 around in case it's involved in anything special later, but it's got cobwebs because I never send it out, so I'll start using it more against small UFOs. I was also currently upgrading my airbases to all Tormentor planes, so I'll put that down to lower priority for now.

I think I remember reading somewhere that Hyperwave Decoder works differently here than in the original game. I'm thinking in vanilla XCom you could get rid of all the other radars after building it, but in XCom Files one shouldn't do that. Is this correct? Freeing up some space in the bases would be nice if I don't need each radar in each one (small, large, hyperwave), but I don't want to lose tracking capacity if they're all needed.

That reminds me of another question I had which may be general rather than XCom Files related. All my bases have the same radars installed, but on the base info screen one base has Long Range Detection of 4, two bases have ratings of 3, and the rest only have ratings of 2. Why the different ratings?

7
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: October 22, 2018, 10:48:53 am »
I didn't get much time to play this weekend, but at least I made the upgrade to the latest version. A few general thoughts:

a) I'd like to revise a statement I made in a different discussion on the subject of money. I'm at March, 2000 in my game. For most of the game years that have passed, I was struggling with money. But in the last few months of game time, just out of nowhere I'm now swimming in cash-- my account balance is suddenly $190 million dollars. I don't manufacture things for profit-- my engineers either manufacture things I need to actually use, or sit idle (I've actually dismantled some workshops and let some engineers go lately because of excess capacity). Also, I don't really seem to make much from selling plunder, because I hold on to a lot of it (not knowing the game well, I don't want to get rid of things that may be needed for future manufacturing projects). So basically, all this money is coming just from regular Council funding. The only thing I'm doing differently is that I've got all my bases built now, and have stopped spending big $$ on construction. I don't really have a useful suggestion on balancing this, but it seems like I'm really going to have much more than I need in the bank from now on.

b) I just noticed the Scorpoid race uses prison cells rather than alien containment or animal pens. That seems unusual.

c) I'm all for choice and consequences, but prefer to make informed decisions. What are the consequences of

Spoiler:
sharing Elerium battery tech with Magma?

Because my advisor kind of scolded me afterward, like I really made a major foul-up on this issue.

d) It was so long ago since I played regular XCOM, I see now I may be getting into trouble with having enough Elerium supplies to keep all my aircraft going. I should be doing a lot more capturing of landed UFOs, but the trouble is my fighter planes keep destroying most of the enemy craft rather than causing them to crash land. And if I let the UFOs just fly around without intercepting them, many of them just disappear rather than land (I do have outstanding global radar coverage, with 8 bases, so I'm not losing tracking of them). Any advice on this issue?

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 16, 2018, 09:44:45 am »
Is the INFO button insufficient?

INFO would work, but I don't have access to any screen with that option for the missile. When clicking it with the middle mouse button on the base inventory or sell screens, nothing happens (no item data screen comes up). Nor is it present in the UFOpedia.

On a different issue, something is slightly wrong with the "Cult of Apocalypse City Riot" missions. There are four kinds of people present on this map: XCOM, police, Cult of Apocalypse, and some civilians. Either the civilians are wrongly flagged as enemies, or they are persons who should be called "Cult of Apocalypse" rather than "Farmer," "Ganger," and so forth. These civilians are hostile when the missions begins. Or, if all this is working ok, maybe modify the mission briefing a little to say:

The Cult of Apocalypse instigated a riot, and many average civilians were swept up in the frenzy. A regular battle broke out between these factions and the local police. Many casualties are reported on both sides. We must intervene and regain control of the area before the military gets involved, or our reputation with the Council will suffer. To abort the mission return X-Com operatives to the transport vehicle and click on the 'Abort Mission' icon.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 15, 2018, 03:41:48 am »
I forgot to mention earlier-- I'm not able to manufacture Acid Pistols or ammo (they were researched long ago). I looked in the manufacture.rul and didn't see any reference to them. Is that an oversight, or is it by design?

Edited:

Also, I just researched "mind-guided missile" and can manufacture them, but they don't have a UFOpedia entry so I don't know what they do or what their stats are, etc.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 14, 2018, 12:40:06 pm »
I've seen two undefined text strings. I haven't had time to upgrade and am still playing v095, so sorry if these were already fixed.

a) I got a mission about the Council being upset about me sharing tech with certain organizations. I didn't get there in time, and the box that popped up said "STR_XCOM_SLANDER tracking lost"

b) Using Hyperwave Decoder, I saw a UFO description for "Very small Cthonite Light Fighter." The last line said "Zone: REGION_HELLO_WORLD"

I also have a suggestion. Several months of in-game time passed between me researching Syndicate HQ and getting the actual mission. This was many, many hours of playing time, and when the equip soldiers screen came up I was initially confused because I'd long forgotten about

Spoiler:
Impersonatron

This is probably a common experience so in the interest of player-friendlyness, maybe add a line to the mission briefing like

"Our agents have disguised themselves using Impersonatrons, and we are about to enter Syndicate headquarters. Our objective is to capture the entire facility. To abort the mission return X-Com operatives to the exit area and click on the 'Abort Mission' icon."

"She's a MAN, baby!" --Austin Powers

Kind of a funny story, the thing that really caught my eye was that when equipping the troops for that mission, I suddenly found out a hybrid of mine who'd been on over 20 missions was a girl when I finally saw her without armor. I had no idea, I thought she was a dude the whole time. From now on, I'll take a closer look at those hybrids before I equip them in armor for the first time.

11
The X-Com Files / Re: Some feedback after finishing my campaign
« on: October 11, 2018, 09:33:59 am »
The office building infiltration was tedious because it takes so long to go up all those stairs,

Oh... those endless stairs. I just got this one for the first time last weekend, and if it comes up again I'll pass on it. :)

Reading your comments is interesting, because it sounds like you have a very different style of play and interests from me. Sounds like you're really into power-gaming, min-maxing, and the full scale war aspects of the game. I like the smaller parts and focusing on the narrative rather than the unabashedly "game" parts. For example, I really enjoy smacking people with surfboards on the beach missions.

Nonetheless, I think it's a great strength of the mod that we both find it quite appealing, despite very different playstyles.

I have to say, though, I hope the author doesn't take you up on your points about dramatically ramping up the economic difficulty level. It's already a very hard game for beginners, and this might make it truly inaccessible to those outside the hard-core veteran audience. I'm only doing so-so with money in my playthrough, and this is only because I do every mission that comes up and I've been getting steady raises from the Council. I don't seem to make much selling plunder (admittedly, I hoard a lot of it, for no other reason than just because), nor do I even try to manufacture things for profit. Maybe those are flaws in my approach, but on the other hand I wouldn't really be much interested in relying on them if they were required. On this one point, then, I'd have to say the current game economy works pretty well-- for certain kinds of players, of course. Another way of saying this might be-- it's simulated management of a government bureaucracy. Budget bloat should be a natural course of events.  ;)

12
The X-Com Files / Re: X-Com Files feedback
« on: October 11, 2018, 09:00:45 am »
The cyber armor seems pretty good to me, not something I've really seen my people get one-shotted much while wearing while fighting sectoids and snakemen (which means it's also great against human enemies). The personal armor isn't bad either, for this stage of the game. I think your trouble is likely that you're far off from personal armor, since once you get that cyber armor should follow quickly.

To get personal armor, you need:

Spoiler:
Precise Alloy shaping, Jumpsuit, Bio-Exo Suit, and Alien Power Systems.

From what you've described, you could have a problem because Precise Alloy shaping requires an alien alloy welder to unlock, and this is exactly the sort of item randomly found in many of the Osiron missions you said you passed on. The other two prerequisites are alien power systems and alien alloys engineering. Have you already gotten alien engineering? It's a prerequisite of alien alloys engineering, and it mostly comes from capturing Exalt and Black Lotus bosses-- exactly the two cults you haven't tackled yet.

While in general player dependence on knowledge gained during previous plays is a pretty bad thing, in a game as profoundly complex as this, there's really no way around it. I certainly empathize with the trouble of not knowing what needs to be done in order to progress with research-- as I said, I abandoned my first playthrough, in which I had quite a few hours invested, for exactly the same reason.

Really, with what you've got in your game, I would recommend the same advice as I gave for that lost base situation. The next few times an Osiron mission or a Black Lotus mission comes up, instead of thinking what a hassle it may be to play them out, just go there and use debug mode to capture everyone on the first turn so you can be done with it. You need the tech to salvage your game at this point, if you haven't the leisure of restarting as I did. Playing the game should be fun, not a chore, so if you need a few freebies here and there to stay motivated-- it's your game, make the most of it.  ;)

13
The X-Com Files / Re: X-Com Files feedback
« on: October 10, 2018, 10:06:39 pm »
Sounds like maybe you're stuck in a similar situation to my first try of the game, a playthrough which I abandoned. I likewise hadn't been making good progress on research, and when aliens showed up I saw at once I simply wasn't going to be able to deal with them. Since revising my general strategy to make research my top priority, however, I feel pretty good about how I'm doing in my current game.

On the other issue, X-Com games of any kind that I've played really are all about the grinding experience. X-Com Files is no different, and certainly no worse, in that regard. Though it was years ago, not counting X-Com Files my experience was playing the original X-Com, TFTD, and Apocalypse. Despite devoting quite a lot of time to them, I never finished any of those games, because I eventually got bored and frustrated with the perpetual repetitive grinding of which most of the gameplay consists.

X-Com Files has the consolations of very good, intriuging, and multifaceted plots and themes which continue to fascinate me and make me want to continue playing-- so I can find out what will happen next in the story, rather than because I'm particularly interested in constantly exploring slightly different ways to kill the ten-thousandth enemy. This in my mind is the great achievement of the mod. It wouldn't be an X-Com game without the general style of gameplay, but the mod offers so much more as well to prevent degeneration into a mindless pixel-pushing experience.

14
The X-Com Files / Re: X-Com Files feedback
« on: October 10, 2018, 12:23:41 pm »
Reading your impressions is interesting, as I'm probably in a similar category of player. I discovered the X-Com Files a few months ago, and have been playing heavily since. I've been playing on "Experienced" difficulty, and am on my third try after abandoning my first two plays due to various deficiencies in approach as I was learning the ropes. I feel my current game is going quite well, so maybe I've figured a few things out finally.

I mostly agree with your impressions of weapon usefulness. My agents usually stick with magnum pistols, shotguns, and stun rods, at least until aliens start their invasion proper. Some of the rifles then become more useful, such as laser and chemical/toxic varieties. Tritanium ammo in smart magnums keeps pistols highly useful and relevant quite far into game, and agents with high marksmanship can use them at pretty good ranges. I don't think I've even used ten percent of all the varieties of weapons found in the game. Most of them don't seem useful to me, and most of them are virtually indistinguishable.

Looking over your comments as a whole, my general deduction and friendly advice is that you need to do a lot more missions-- and on those missions, you need to capture more enemies alive. Missions generate research topics, and apart from developing some combat tactics that work for you research is the most fundamentally important part of this game. Your comments that you feel you're caught up on research tell me you probably aren't really aware of the vast scope of things to be investigated. This is why I say you need to do a lot more missions-- if you've succeeded in researching all the topics available to you, then the problem is that you're missing all kinds of stuff. For example, you should have had cyber armor in ample quantities (it takes a long time to produce) before the aliens started arriving en masse.

I've made research my top priority in my current game, which as I said is going fairly well. My game is currently in August of 1999, I have 130 scientists on the payroll, and I'm not at all nor have I at any point been in a position I'd describe as "caught up" on research. There are hundreds and hundreds of topics to research, all of which contribute directly to your warfighting capability. Also, a lot of interesting topics only become available by researching multiple instances of particular enemies.

I'm not in a position to say whether the way I'm playing is a good way to play, I can only say it seems to be working well for me. I've got seven bases, with over 100 agents in the field doing every mission which comes up and which I can get to in time. Two of these bases are mostly air bases, housing multiple fighter craft for shooting down ufos. Two others are mostly logistical or storage centers: one a warehouse for alien tech, the other a warehouse for everything of earthly origin.

This means I have 3 bases from which almost all operations are launched. The first base houses all the rookies. These folks only go on missions related to monsters, because most monsters don't shoot back. Rookies stay in this base, going on missions and training in the gym, until they get a "training complete" sign-off meaning they've maxed their stats as much as possible through training in the gym. About half my roster is in this base right now. After the 100th time hunting down beetles or rats or zombies, these missions frankly grow kind of tedious-- but it's vital to keep on doing them, as often as possible, because this is where the agent development occurs that allows you to face the bigger challenges of the game.

The second mission-responding base I call the Criminal Investigative Division. Agents at this base only fight cults, gangs, or terrestial paramilitary groups. During this process, they continue to gain competence with combat-gained stat increases. I still have these people using Tritanium vests, and they're getting along just fine against the kinds of enemies they routinely face.

Only once agents are at or near the actual stat caps ("super agents" as some might call them) do they move on to postings at the other five bases. This could be guard duty or fighter pilot duty at the airbases or logistical centers. Or, they could get stationed at what I'm calling the Alien Research Division-- in other words, the soldiers who fight aliens or Dimension X foes. That is the sole purpose of the third "fighting" base I have.

The point is, this is a logical way to organize soldier development. At each stage, agents are only fighting enemies whom they are capable of overcoming at that time. Only the toughest and most capable are fighting aliens, and this system seems to work well in producing a steady flow of such soldiers. Also, agents stationed at any base except for the rookie base are all in psionic training.

Furthermore, this system has the virtue of simplicity from a player's perspective. If a certain kind of mission appears, any soldier at the base responsible for handling those kinds of missions can respond. There's no need to spend time considering who is assigned to various crafts operating out of that base.

At the present time in my current game (August 1999), I'm mainly fighting aliens and the Syndicate. It's been quite some time ago that I finished off the main cults (not counting Cult of Apocalypse) and got rid of most of the monsters (not counting high-level zombie bosses, who continue to generate missions).

About the catastrophic loss of your base during alien retaliation, some would surely disagree but I would say in a case like this, just use debug mode and give yourself a win in that battle. It's not a competitive game-- the only objectives are to have fun, and hone your skills. X-Com Files is a very big game, and one shouldn't feel any scruples over occasionally giving onself a helping hand to continue getting a return (in fun) on all the time invested in playing.

Also as tkzv noted, though it's sometimes painful or sad, get rid of those low psi-resistant people as soon as you find out about them. They're a menace to themselves and the rest of your people, so they just have to go back to catching bank robbers or whatever else they were doing before.

15
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 07, 2018, 09:27:41 pm »
Thanks for clearing that up.

Something weird just happened, but maybe I just didn't understand rather than it being a bug. I got a mission where the Syndicate was attacking a reactor guarded by Magma troops, and recovered "encrypted data reel." The research result for this item said:

"This tape, recovered from the old archives, is encoded. To decipher it, we require a special code developed by the UNIT organization."

But the item disappeared from my base inventory after researching it, so I don't have it anymore. Seems like I would need it to have someone decode, and also "UNIT" seemed like maybe it was some kind of placeholder text rather than anything I've heard of.

Pages: [1] 2