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Messages - Zesty

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 14, 2021, 09:35:42 pm »
Like the mod, have a few problems with progression. Too much is locked behind capturing high rank aliens to unlock higher tech. These can be impossible to find depending on what RNG spawns for you. I did one battleship assault around May/April vs. floaters where I captured 2 leaders and 1 commander but it's now July and I've had nothing but Anthropod and MiB missions, neither of which generate high rank aliens. The only exception was two chtonite and a single waspite mission where I didn't get anything. I'm sitting around with nothing to do with my researchers while 350 engineers churn out endless money from motion scanners.

- Give all aliens high ranks to capture.
- Trim down the number of MiB missions.
- Move the mind probe much earlier in the tech tree so it can be used to see alien ranks. As it is it's kind of at the end of the tech tree so it's mostly useless by the time you could get it.
- Make the alien race appearances more varied if you can. If its possible to exclude an alien race that has appeared from appearing again for a certain amount of time that'd work well. As it is I've not seen snakemen, ethereals, mutons, cerebreal, chasers, gazers, or reptoids. Maybe I'm just incredibly unlucky but not getting to see all the aliens kind of sucks.

Open Feedback / Re: UFO interception questions
« on: September 08, 2020, 12:14:01 am »
Thank you, very helpful!

Open Feedback / UFO interception questions
« on: September 07, 2020, 10:10:21 pm »
Hello. Long time X-Com player here. Wondering about a few things:

1. What all goes into deciding whether a UFO gets away during interception? It seems like all x-com craft always close in to combat range at the same rate regardless of the x-com craft's speed, regardless of the UFO's current speed on the map, and that UFOs then simply escape at a semi-random time. What factors go into this?

2. Is there any good way to guess whether a UFO will land or not? Sometimes I see UFOs slow down and stay very low but never land. Obviously assaulting intact UFOs is preferred but its quite annoying when you let one get away because you were waiting for a landing. Is there any giveaway that a UFO is on a mission that involves landing vs. just scanning around?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 28, 2018, 03:34:19 am »
Ufopedia says that the stun rod can't miss. This in incorrect, it can miss if wielded without the offhand free, giving it 80% accuracy.

Is it intentional that high explosives aren't buyable on the market or creatable through manufacturing? They show up in the Ufopedia as a starting weapon. EDIT: Nevermind this. Just figured out that "hide item" thing in OpenXcomEx.

OpenXCom's settings let you customize the base's starter layout. Look in options and then advanced.

I understand this, but if FMP is going to give a better layout from the beginning there's no reason to choose the worse setup. Using the fully planned base feature feels too much like cheating, and fixing the starting base in FMP requires re-buying the incredibly expensive large living quarters.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: September 27, 2018, 07:21:23 pm »
Seem to have encountered a missing string for the first mission I got, hybrid supply or something.

Also, could I convince you to reverse the starting base layout? Hangers at the south end of the base gives the AI doors to hide behind, you want the hangers at the north end  :)

EDIT: Also, the Ufopedia has an incorrect description for the large living quarters. It says it's more cost efficient than standard living quarters at 2.25M + 60k a month for 200 people, yet 4 normal living quarters is 1.6M + 40k a month for the same number of people. Large living quarters is more space-efficient since it has 1 built in storage, but even building 4 living quarters + storage is more cost efficient than large living quarters

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