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Messages - EmoNewtype

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 01, 2021, 07:32:10 pm »
Went to a Reptoid Fringe Settlement using the Snapping Turtle, spawned in an area that could not be exited without breaking through multiple walls. In doing so, I also blew a hole in the floor that doesn't seem to go anywhere.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 01, 2021, 06:28:11 pm »
Just my two cents, but I don't feel like having a reference to COVID in the mod would be a good idea. It seems a bit tasteless to parody/poke fun at a pandemic that is still actively killing people as we speak. I feel like a "four horsemen" sub-arc with Apoc would be cool, and I don't have any issues with a bioweapon plot line in general, but tying it to COVID directly or indirectly through a parody name like RIDER-19 feels disrespectful to people who've been affected by the virus.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 31, 2021, 08:00:11 pm »
Followup to my previous post, the Coelacanth Gas Cannon, Drone Meds, Drone Fire Extinguisher, and Drone Rocket Launcher are also unviewable in ufopedia and info tabs

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 30, 2021, 11:19:06 am »
Noticed that the HWP Minirocket Launcher (Hover) trains throwing experience, but the Tank version trains firing. Is that intentional? Additionally, the following HWP weapons cannot be viewed in the pedia or the info screen, even in New Battle mode: HWP Tritanium Rocket Launcher,  HWP Minirocket Launcher (Hover), HWP Flamer (Hover).

Edit: this is using 1.7b, not the github version

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 02:21:05 am »
Does anyone have any advice for dealing with sectopods? They're such a pain to deal with, even with heavy plasma.

If my understanding of the game mechanics is correct, Tritanium Shrapnel Charges might work, they do Cutting damage which the Sectopod doesn't resist, hit its weaker under armor, and due to Sectopods being a multi-tile unit, may hit multiple times.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 09, 2020, 09:27:35 pm »
I have a few random suggestions for changes:

1) Give the ENFORCER HWP armor a bonus to Throwing Accuracy and Melee Accuracy, and/or increase the bonuses from Lightcycling. As it stands, these stats start so low that its almost impossible to train AI units in them. Maybe lower the cap for these stats for AI Units to compensate and prevent 75 Strength Sledgehammer murderbots from being too overpowered.

2) Have MiB HWPs drop Wrecked Tank/Laser Cannons and MiB Sectopods drop Wrecked Sectopods. If that would screw with their graphics, maybe add a manufacturing project to convert the MiB Wreck into the normal variant.

3) Make the Crowbar one handed so our agents can act like Gordon Freeman. Or more likely die trying

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 25, 2020, 09:42:54 am »
I've found what looks like a minor oversight in the manufacturing menu, Incinerator Clips are classified as Ammo, not Ammunition, resulting in them having an entire category in the sorting dropdown just for them. Similarly, Durathread, Alien Alloys, UFO Power Source, UFO Navigation, UFO Navigation Disassembly, and Elerium (from Alien Fuel Trace) are classified as Components, instead of Basic Component.

The X-Com Files / Re: [Submod] [CRAFT] Starfigher craft
« on: October 06, 2020, 07:52:39 am »
I can actually kinda see the niche for this thing, depending on how early the event to get it can fire. Said niche being something that actually makes using the craft Laser Beam worthwhile, since early craft can't mount beams, and by the time you get the resources and research to get the ones that can, you're probably not that far off from getting craft Plasma Beams. (at least that's how it was for me)

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 06, 2020, 07:45:05 am »
No worries, good luck.

Meanwhile, I finally finished this:

I had been wondering why none of the higher tech HWPs had access to the Minigun. Now I no longer need to wonder. Can't wait to see this fully implemented in-game!

The X-Com Files / Re: Questions about Experience
« on: July 08, 2020, 12:39:19 am »
Thank you for your help!

The X-Com Files / Questions about Experience
« on: July 07, 2020, 07:36:55 am »
Due to the changes in how some kinds of experience are awarded in this mod, I have some questions regarding how best to train my agents, in 2 broad categories:

1) On Bravery:
Does this mod still use the vanilla calculation of each bravery increasing action adding 11% to the chance of it increasing at the end of battle, or is there now a minimum threshold of actions like the other stats? Since the most common type of item in the mod that gives bravery experience are medical items, must the item actually affect the target for EXP to be gained? (For example, Healing when the target has no more wounds still expends Medi-Kit charges, but does it grant EXP?)

2) Piloting EXP:
I recall it being possible for an agent to increase their stats by fighting UFOs in air combat, but I would like to know what stats can be increased this way, if specific actions in air combat effect this growth (Ex. Reactions only growing if an attack is dodged?), and what chance stats have of growing through air combat.

The X-Com Files / Re: Alien Embassies
« on: June 04, 2020, 08:28:02 pm »
There were 0 methods in the original game. (you could destroy the alien base, but not get the country back.) So it's still more lenient.

There are many reasons why Alien Embassies shouldn't be removable with no limits...

Wait, does this mean that it is possible to get rid of the extra embassies, as long as I'm ok with not getting the country back? I was mostly concerned with embassies clogging up the mission list with endless hybrid clinics moreso than I was with council funding, so If that is the case then problem solved.

The X-Com Files / Alien Embassies
« on: June 03, 2020, 05:15:31 pm »
I recently progressed to the point of decrypting the Alien Key and raiding one of the 3 alien embassies set up in my file, but a few weeks later the aliens set up another in a different country. I only found 3 ways to gain entry to an alien embassy on the wiki, each one looked like it was single-use. Is there a way to deal with 4 or more alien embassies? Are the aliens even supposed to set up more than 3?

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