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Messages - Bananas_Akimbo

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1
The X-Com Files / Re: Messengers of Dagon
« on: July 10, 2020, 01:45:45 pm »
Well, you might miss some dossiers, if you haven't gotten all the free research topics from interrogating captured cultists, yet. But even if that is the case, secret files and top secret files also contain all dossiers, at least I think so.

2
The X-Com Files / Re: Messengers of Dagon
« on: July 09, 2020, 11:46:38 pm »
That mission and all of the following are unaffected by terminating the cult. Terminating a cult is never to your disadvantage, unless you want to continue doing the old missions, for whatever reason.

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 09, 2020, 11:40:17 pm »
Are AI units supposed to get awards and thus skill increases?

I thought that their stats are fixed and cannot be changed apart from using a different armor (chassis).
AI skill can be increased through normal exp gain, too, not just awards.
Strange, for sure. Maybe this can be handwaved as machine learning?

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 06, 2020, 11:52:18 pm »
I've been messing around with tritanium ammo for a bit, trying to replicate the situation in save #2 (tritanium ammo researched on all weapons, that I have, that can use it. All without ever touching a tritanium ammo research topic).

It seems that, researching any BlackOps weapon also gives you the research for its tritanium ammo for free, if you have that ammo in your stores. Any other BlackOps weapons, that you have researched already and you also have tritanium ammo of in your store, will also have the tritanium ammo researched for free at the same time.

Seems weird to me. Is that intentional?

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2020, 08:08:45 pm »
These clips only show when they're researched. For example, tritanium shotgun shells can be unlocked either by finding and researching such a clip, or by researching Shotgun Tritanium Shells Manufacturing (which requires Tritanium Ammunition and Shotgun researches).
That's what I thought. But I haven't done any of that. The clips just showed up one day (or so it seems). Once I get time to play again, I'll try to retrace my steps on the old save and see, if I can make it happen again.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2020, 01:24:20 pm »
Which weapons do you mean? BlackOps? M.A.G.M.A.? UAC? Or maybe generic ones?
BlackOps pistol, smg, magnum and the normal magnum and shotgun.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2020, 03:22:24 am »
What exactly triggers tritanium ammo being shown on ufopedia pages of relevant guns? I thought it was the research for the ammo itself, but seemingly not.
In my current campaign, I've just suddenly noticed tritanium ammo being displayed for all guns, which can use it. But I haven't researched anything relating to tritanium ammo, yet. Besides the guns themselves, of course.

I went back to an earlier save (-1 month), where I had just researched a black ops weapon and lo, no tritanium ammo visible on its ufopedia page.

I looked a the save (the current one) and indeed, research topics of those ammo types are listed under 'discovered'. But how did it happen?

8
The X-Com Files / Re: [submod] Empty space (base facility)
« on: July 02, 2020, 01:25:47 pm »
Really good idea. This will make redesigning the first base much easier. It will also speed up the creation of new bases with chokepoints, but at a slightly higher cost. I will try it, once I get to play again.

9
The X-Com Files / Re: The Second Base - when to build it?
« on: June 05, 2020, 06:34:53 pm »
With 3 hangars in my main base (southern Europe) I am usually able to reach most missions and have my cars/vans return, before more missions pop up. Still, I prefer the flexibility of having shorter travel distances i.e. several bases across the globe. Besides, I will need more space eventually and since it takes quite a while to build up bases, especially if you want to make them as defensible as possible, it is better to start sooner rather than later.

So I start my second base almost immediately. Both East Asia and North America are valuable areas to protect. I usually go for NA for my second base, because it is slightly farther away from my first.
It is possible to run out of money, before it becomes operational (hangar, living quarters, gym, storage, prison, animal pen). I also prefer to build an intelligence center and bio lab in here, rather than in my main base (or in both, if budget permits).

I aim to have 3 bases up and running by the time, that helicopters become available. That way I have almost global reach with helicopters and later with Dragonflies. Also, with these three bases in the locations I mentioned, you will be able to reach every cult HQ with an Osprey (I buy only one and transfer it around bases as needed).

In the end I want to have 5 bases, like in vanilla, to get global radar coverage (yes, AWACS exist, but I'm sure I'll need the space eventually, anyway).  I hope to have them fully decked out with radar, interceptors, troops and whatever else I need before 1999.

10
The X-Com Files / Re: Ski Resort Missions = Night Missions?
« on: May 22, 2020, 06:26:36 am »
It's doable (difficulty 2) but requires a bit of luck with map layout. As long as you spawn at the edge of the map, you usually have enough cover in and around your house. Too bad you can't abort the mission.

I don't bother with it anymore. The loot isn't worth the effort and danger to your agents. It's only worthwhile if you desperately need a capture from the faction there. But you never know beforehand which faction you will encounter.

The beach mission's difficulty is similar and you can't retreat from that one either, but at least you get an osiron crate and some good weapons out of it.

11
The X-Com Files / Re: Neutralization of enemies
« on: May 18, 2020, 04:21:08 am »
With humans and other weapon users, you can simply throw their guns on unreachable rooftops. Its what I do to prevent any problems.

Sounds like a good idea, but enemies can pick up other weapons on the ground, not just the ones, that they themselves have dropped. Do you discard every weapon in this way? Seems like a lot of work.

12
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 17, 2020, 02:39:50 am »
I do have a bit of an issue with missions, in which human enemies are scattered all over the map in a sort-of even distribution. Not a problem with beasts and zombies. It makes sense, that they would be spread across the landscape until you arrive. Also managable, difficulty-wise. Usually.

But with human(oid) enemies it often leads to situations, where casualties are nigh unavoidable, due to being surrounded on turn 1 with inadequate cover. More importantly to me, it often makes very little sense for all the baddies to just be randomly spread across the map. The worst offender for me so far has been the first Cult of Apocalypse mission. It would be far better, if the deployments would be more similar to what you normally find in a cult safehouse mission. That is, the bulk of the enemies, including all the priests, huddled around the altar and then dispersing upon your arrival. And only a couple of sentries dotted around the map, to keep you on your toes. It would be more realistic and play better. Instead you arrive in a wild mess of enemies, as if everyone was just wandering around aimlessly on their own.
This is made worse by the fact, that the number of enemies in that mission is enormous (for that map size). And I'm only playing on difficulty 2! So far, I was able to win this mission only once. My transport spawned at the edge of the map, with the open door pointed toward it. That way, I could exit the craft into smoke cover, without getting pummeled by rockets immediately and getting swarmed by cannon fodder from all directions. Every other time I had at least one rocket launcher pointing directly at me. Deploying smoke would cause reaction fire  into my transport. Besides, there's riff-raff all over, that can see into the smoke.
So I aborted the mission immediately each time.

Now, that is not a catastrophe, there's even a positive side to it. I kinda like, how I am sometimes forced into unwinnable situations. X-Com is just a small agency at first and ill-eqipped for its duty for much of the campaign. As it should be. You are way in over your head and your enemies don't play nice and wait for you to prepare and leave the hard missions for later. So every so often you get into a bad situation and you must accept taking casualties or play it safe and retreat. That is immersive. It also speeds up the game. I'm always tempted to play every mission I can, for the loot and experience. That can get monotonous. Unwinnable missions improve the flow of the campaign.

That being said, I have to repeat, that this approach to populating a map works with some missions, but not with others.
Zombies meandering through the desert without purpose. Sure, they're zombies, they don't organize.
Cultists loitering in the streets and squatting in random buildings. Fine.
Aliens spread throughout the city in a terror mission. Obviously. They are hunting civvies after all.

Red Dawn fighting a rival gang, but there is nothing like a battle line, just a tangled mess. How did that happen? The Osiron warehouse mission does it better.
Cultists stumbling around through bushes and inside caves, solitarily, all over. Why is there barely anyone inside the hideout?

Of course you can explain this sometimes, as the enemy having seen your craft approach and taking defensive positions before your landing. If only there wasn't so many of them without any cover even close to them.

It always looks worse, the more enemies there are and the more flat and open the map is. Throngs of baddies just standing out in the open, disorganized, gazing in random directions. It looks absurd


Eh. I am making this sound like a bigger problem, than it is. But it takes me out of the experience sometimes. And then the game feels like a complex, abstract puzzle, not like X-Com.

13
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 12, 2020, 12:31:30 am »
The main problem is that armor gives no cutting resistance, while it gives 70% kinetic damage modifier. You could bring an exosuit, which takes half damage from cutting. But probably mines/flame/drones are better as they said. Dogs could work too I suppose just due to speed and low value, but not ideal for HQ.

No matter what tactics you use, exosuit is the best armour against ninjas for a looong time. I would even say it is crucial. It usually means the difference between a one-hit kill and extended hospital time. You probably won't be able to outfit all your ground troops with it, before the first Black Lotus Hideouts show up. Exosuits are expensive and take long to build. Still absolutely worth it in my opinion. In very many early missions you face mostly cutting damage from critters, zombies and such. The other resistances are also pretty neat.

About Black Lotus HQ, don't worry. The terrain works in your favour. Narrow hallways, corners and lots of doors. Just use conventional tactics and mines. Camp close to doors and corners so as to nullify the ninjas' camo. Everything you can't cover enough gets mined. Most likely you will just stay in the elevators. Enemies will swarm you and you can mow them down by the dozens. After that it's just mopping up, which you should be able to do in a fairly controlled and safe manner.

14
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 07, 2020, 10:30:23 pm »
There has been a thread about this topic some time ago:
https://openxcom.org/forum/index.php/topic,7603.0.html

Pretty much all of the advice in there should still apply.

15
The X-Com Files / Re: Logics, questions, suggestions.
« on: April 28, 2020, 10:59:42 pm »
Replacing music is very easy even for the average user. It requires no knowledge of modding at all. Music files are located in:
OpenXcom_XFiles1.3(or whatever version)>>user>>mods>>XComFiles>>SOUND
Just replace the ones you don't like.

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