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Messages - X-Man

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1
what kind of interceptor do i need to take on anything thats not a battleship (or maybe smaller than large)?

Thunderstorm armed with 'heavy stingray' rockets and with trained pilot will be enough to strike down every single UFO, except very large ones. I use them to the end of the game, Retaliator and Avenger only for very large (or other, if Th.storms are on repair). Make sure to use pilots with maximized reaction to increase the survivability of your crafts. It's a good tactics to equip your pilots with 'cyber armor' or 'stormtrooper armor' and use craft's upgrade for evasion.

EDIT: and wtf happened with mib? first base was a piece of cake, but since then they´ve seriously teched up... there´s pretty much nothing they do not have...

Nothing happened, just random. You can meet MIB with light equipment and support or with heavy ones.

2
The X-Com Files / Re: Natasha's Custom VSS
« on: October 15, 2019, 08:50:15 am »
Is there a way to get more clips for Natasha's Custom VSS? I got a mission to raid Natasha Morozova's hideout, and ended up killing her during the mission.

Of course! You can manufacture these clips, but you need to study VSS first.

3
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 14, 2019, 12:18:43 pm »
Ye, random events are need in every global strategy to make feel that you are not the navel of the earth ;) That is more realistic and rises replayability.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 11, 2019, 12:30:51 pm »
oh... so you can't train them at both same time? that explains a lot...
and how to get your psi guys into proper armor if they don't do regular training?

You can put a soldier both to gym and psi-lab. There is no problem with it :)

thats about what i was going for. problem is just the cost. how do you afford all that?

There is no secret - I'm just complete all the missions which could be completed at all :) As I understand you've missed all covert missions... That's bad, especially about beach missions. Osiron is an important source of money and artifacts in pre-invasion stage of the game. And one more thing... Because I'm playing on 'superhuman', farming of UFOs is the most profitable: even a small scout could bring you 1,5-2kk or even more. The money isn't a problem.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 11, 2019, 10:56:29 am »
20th may 99.
playing on veteran...
ye i got psi training already, but its again just 10 capacity per lab (build 2 per base). psi amp takes a lot of research i don't have yet.
not yet seen any psi improvement though...
psi control is pretty much my largest loss factor for soldiers. well that and plasma weapons... >_>
still using miniguns, no plasma yet. for anyone weaker the makro smg kinda rocks ^^

well i could estimate it better if i´d have at least completed it once...

Oh, everything is ok then. :) A little tip: a good strategy is to combine science and training grounds. I'm always do 2 bases with full pack of science buildings (not only labs) and with 6 gyms and 6 psi-labs on each base, so I have 120 soldiers in training by the end of 1999. If you are average in tactical combat, such quantity should be more than enough.  :)

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 11, 2019, 10:06:24 am »
so basically its not anymore just to micro your stuff, but also to macro a steady supply of experienced soldiers.
not sure if i like that part. its kind of a grind...

Yes, it is, but if you are playing on 'superhuman' difficulty, such grind is vital. It's a part of global strategy. Moreover, you should begin a selection of soldiers since you'll research 'metapsychology' and focus on the training of selected soldiers. Otherwise you'll have a big troubles even with sectoids, I'm not saying about etherials...

i feel like i´m falling behind, since there´s 1 alien base and 2 embassies on the map already. game is so variable its hard to grasp any metrics to determine if its going good or not.

The only metric is your own game experience and skill :) What is current in-game date on your calendar?

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 11, 2019, 07:15:49 am »
also training is just not enough without actual combat experience.

Of course not! That's why exist such missions like hunting for different monsters or attacking hybrid structures - a perfect combat training with minimal risks.

but delivery times plus the long travel time are just too slow for a lot of missions.

Delivery time is only one hour.
Travel time? The time being of all covert missions' length for a several days (near 5 days or more - don't know exactly). You don't have 3-5 c. missions in a day, so you have enough time to manage all of them. Moreover, after researching 'advanced undercover operations' you'll be able to purchase a pickup with capacity of 5 and speed of 400 - much more suitable than van.  :)
And what about the beginning... 3 hangars will with 3 vans are enough to manage almost all missions - believe me. Yeah, some missions on counter semisphere could be lost, but it does not matter. Just focus on researching of HUMVEE.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 10, 2019, 04:01:53 pm »
base size is like vanilla. facility count is not.

Everything is all right with it. You just need to specialize each base: for military&transport, manufacture, training and science. A bit more game experience, and you will learn how mix the types with each other and optimize structures' quantity.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 10, 2019, 12:01:19 pm »
Why not?
Also, more like "almost all crafts"... ;-)

Sounds sadistic! ;D

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 10, 2019, 07:20:32 am »
Yeah, I keep changing the balance, looking for the sweet spot. :)

Nothing strange with progression of transport. Each craft has it's own parameters. Yeah, some of crafts are almost useless, but it should be so - that's the basic point of 'choice'.

The really question is why some crafts has opened front door? These f@cking enemy grenades inside the craft which destruct all the equipment... Arrrggghh!

11
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 08, 2019, 06:42:55 pm »
I think the MiB movies are still mostly defensible as XCF canon, at least their basic premise and characters. But they're from the perspective of the other side. ;)

They are trying to hide alien presence - that's the only similarity between original MIB and XCF's. The other aspects of their activity are opposite to ours. But who knows, how the wheel will turn it the future... ;)

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 08, 2019, 12:34:54 pm »
It's more about Roadside Picknic than S.T.A.L.K.E.R., story from the game would work better since whole Zone and its creation is a conspiracy, the main theme of X-Com Files.

Going trough Monolith Forces into Sacrophagus to uncover the secret of the Wish Granter. This could be a special other way to learn psy-thingies outside of Ethernals.

You are right, Mr. Shukhart :P
But is it really matter? We can take setting of any game/book/film and adopt it for current conspirative settings of XFC. Look at the MIB. Are they  look like defenders of the Earth from the original films? No! They are f@cking traitors! ;)

13
The X-Com Files / Re: Industrial investigation missions
« on: October 08, 2019, 12:23:39 pm »
I'm skipping all covert mission...am i going to miss some research thanks to that?

Basically not. The really important are Beach missions - the sooner you open Osiron, the sooner you gain access to it's missions, which are very profitable (also you can loot there some rare artifacts, which can boost some of research projects). The other way to open Osirion is researching zombie implant. Interrogating Osirion's boss will reveal the whole another line of interesting and profitable missions. The other covert missions could help you to earn some money and secret files with dossiers.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 07, 2019, 07:48:12 am »
The idea about STALKER is not bad, but I don't think we need a pack of missions. To my mind, it would be better to do a single mission (like the mission with Altar of Black Lotus) in Pripyat with using bio suits only (hazardous terrotory, you know). Put the name of it 'Chernobyl anomaly'. A lot of hostile stalkers defend the Sphere, and we need to eliminate them. The main loot is Golden Sphere (costs 2.000.000$) and some lesser artifacts, useless ('junk' type), but expensive (10.000-50.000$), with description refers to original story (easter eggs, yes). What is the origin of this sphere? Well, this is another 'gift' of Golden Lady (if you want some refer to XCF).  :)

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The X-Com Files / Re: Industrial investigation missions
« on: October 06, 2019, 05:30:09 pm »
Any weapon or item marked >Concealable in the ufopaedia should work

It seems, you've skipped all covert missions during your game ;)
Absolutely not all concealable gear could be taken on industrial missions, only that one marked "all labor gear". Among all firearms BO spypistol is the only one that can be taken to the mission. Some junk like UAC stapler too ;D

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