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Messages - BlorkTheOrk

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16
XPiratez / I want to find what music plays
« on: August 31, 2022, 08:09:12 am »
I want to find EPICC and  Gmenbase2 music source. Is there some list anywhere? Thanks in advance.

17
The X-Com Files / Re: Please, change the balance so even I can play.
« on: June 18, 2022, 02:15:57 am »
What difficulty are you playing at if I might ask?

It's the middle one.

If you do manors by now and while not having promotion 2 i think you are massively behind in research.

I guess I failed to communicate here. I had more than one run and I got promotions right at time in some of them. It's more about me being unable to get promotion 2 this one last time. And while I don't have it in this particular run I am starting to think about all of the chores waiting ahead and I don't want to play it further while not wanting to drop it yet while imagining all of cool opportunities if the mod was more freestyle friendly.

Night + throwable light sources are your best weapon in such cases. This tactics also requires skills, but makes such missions doable.

30 beetles != 30 zombies.

i managed manors before and managed beetles. The tech behind is not a problem. I'm crying about the othere thing. The way I see the problem: there is a point in any mission when you just did it right and then there is no point in more enemyes after this point. I killed 25 of opposition - time to stop, but no - its time to search for the last one moron, but there are 5-25 of them. So, it becomes boring and stupid mistakes follows. It's a chore and it feels like a job. in this case beetle, zombie, cultist - all the same if they can one shot your guys. Beetles, animals in general, are the worst - they don't beeline like zombies seem to do and they never surrender. While being worth grinding.

So, I want tools to allow me to move on if I score enough of something. I suggest more liberal promotions, so I don't wait till the right mission appear so I can gather the right fancy hats dudes. Or allow me to autopass promotions when I have dead, or at least living aliens. Or maybe if I score some great number in mission.  I suggest maybe political/industrial way to do things - allow me to pay someone else to catch at least some fancyhats and allow me to do industry in general. Atmosphere-wise, I want more obvious in-game suggestions about what to catch. Not tech-tree suggestion, but in game. Again, when I got an alien corpse, Council, we maybe can move on from the cultists plot. Lastly, I suggest to add ability to buy veteran troops like you may do it in Xpiratez.

TLDR: generally speaking I want the mod to be more flexible and more clear in promotion department. I want industrial/economical/political ways to expand XCOM organisation. And the last, but not least: less grindy and less obligatory missions (more of my dudes, less of their dudes will be my suggestion).

18
The X-Com Files / Re: How do you complete manors?
« on: June 14, 2022, 09:19:52 pm »
Scout Drones have Anticamo of 5 (I think). They can spot assassins from 9 tiles away instead of 4.

Actually, it makes black lotus pretty trivial, thanks! I never thought that they have just simple camo, I thought its something like psi-power checks or something(thanks to ordinary warriors)

What else has this Anticamo property?

19
The X-Com Files / Please, change the balance so even I can play.
« on: June 14, 2022, 09:15:09 pm »
I do understand that  there are lot of for me to improve, that maybe I need to switch off self-imposed Ironman, etc, but I do believe that this mod is just too hard and in a bad, spongey way, rather than complicated hard.

A lot of missions are too grindy - dozens of mangorns, 30+ beetles, 50+ people at manors, lots of lengthy missions with dangerous enemies.
Lots of missions are too random - the Van may spawn inside a blob of people watching at it or it may spawn at the other side of the map from an outpost, so you may shoot them down while they run to you.
Lots of "Have to turn back" moments, like you are 10 turns inside a mission and suddenly a light vechicle appeared/some dudes spawn from black/some ganger threw a grenade.
Randomness of everything - I have alien power core, alien alloys, a sectoid corpse and a black lotus witch, I have mansion number 3 appeared, I fight terrorists armed with top notch gear - still no promotion 2 - my agents clown up in Bell's helicopter to try to fight light combat vechicles with some bootleg AKs.

I believe at the moment this mod just turns everything in a chore and grind. At least, it feels like this.

Some people may say that all of this adds up to atmosphere and suspens, and looks right. But I have a crew of tazzmasters who just steal people from their families, sects, outposts, zombie hordes... I once lost 5 good men to catch a girl in pink tights. She was the only one who looks suspisious there.

I'd suggest to make promotion system changes to cope at least with randomness. Or maybe some bigger transports early in game so rookie loses won't be so harsh. Maybe cult arms dealers empoverment or something. If I can't get a decent weapon, let me buy a bus or something.

Generally speaking, I hate agent number on a mission restriction - I can have a lot of vans and cars, but I can't have two of them on a mission. Give me a bus or something! There is a small fortress with dozens of armed and armored dudes in it - 6 people for it. And its even more weird that it's possible to have an 11 men APC from the start of the game.

So, please, please - change something towards easyness! 

The worst part of it is I still massively enjoy the mod and I will end up playing it later.

20
Released Mods / Re: What is the most carefree mod now?
« on: May 25, 2022, 10:25:58 pm »
Thanks! I'll give it a try.

21
Released Mods / What is the most carefree mod now?
« on: May 25, 2022, 08:55:17 pm »
I lost in Xpiratez, I lost in Xcom-files, 40k is too much terror missions... So, is there a mod for somebody who doesn't want to complete every mission, grind score, fight 6 against 50 or to have every mission a terror mission? I want something so I can play during a coffee brake.

22
The X-Com Files / How do you complete manors?
« on: May 24, 2022, 07:58:05 pm »
I simply can't figure out how to outgun so much hostiles. 50 men on map pretty much erase my dudes with explosives. Additional pain came from armored cars zipping around. So, what is your tactics/setup for such missions? What is enough/comfortable tech for it?

Second question is strategic: do I need to clear all of the manors? Do they generate much infamy?

23
XPiratez / Re: Killing an unconscious enemy on the ground?
« on: December 26, 2021, 11:04:11 pm »
Killing enemy on the ground seem to be impossible if it lays close to a wall or obstacle.

24
XPiratez / Re: OCT 2601: How Early first alien base is too early?
« on: August 22, 2021, 10:32:50 pm »
I actually started the game again, because the base was too close to my first.

I want to ask if I need to research hostages to get a better rating and I wonder if I will be able to get the rating repeatedly every time I interrogate the same person. I had some weird +- 2000k rating swings I wonder why.

25
XPiratez / OCT 2601: How Early first alien base is too early?
« on: August 10, 2021, 11:04:13 pm »
So, I have first year alien base. I remember I saw somewhere that they are not supposed to happen in the first two years. Is it manageable, or is it a game over now? Is it supposed to be like this in this version?

26
Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« on: April 06, 2021, 01:22:24 pm »
May I ask what is this mod about?

27
I guess I figured out for now that there is some general guidelines for me, which I should follow. I'm writing it because maybe somebody will have same problem as me. Which is failing third time:)

So, its important to rush things. I believe its ineffective but will give you needed funds and promotions faster. Without higher level missions you can't really get money, without money you can't build bases needed for invasion. No decent equipment availible, its not vanilla, you can't overvhelm strategically. Playing blind is not an option - you need to rush things , until you consider using tech viewer as a part of blind playthrough. It seem to be important to complete all missions before the invasion. Visiting them for points is not  enough.


28
Middle click is your friend. In battle, middle click and enemy and middle click on the sprite to get ufopedia information. If you don't get more information, it means that you haven't researched them, and you should capture.
Middle click on a research topic to see where it can lead. Press q to search for interceptor and see what you need to research it.

It really felt for me like I was pretty fast, rather than slow. I capture people even when failing. At the other hand, maybe I skipped too much missions - I don't like some of them and I honestly scared about going to some higher tier cult missions without 8+ men. I wish the mod was more like Xpiratez in the term of skipping stuff. Or maybe the ability to buy needed research, like, again, in Xpiratez.
Also, I could not mouse click till the very last OXCE update, cause I'm on mobile. The last update was great, because it brought me buttons in battlescape.     

29
Work In Progress / Re: Area-M51 latest version
« on: March 21, 2021, 02:18:45 am »
I wonder what is the drama behind all of this mods appear/disappear all of a sudden. I remember Xpiratez was semi-unavailable for some reason, now this one. I just wanted to try it this week.

Off-topic, but Area-51 is actually a pretty decent game. The first one, the second is not.

30
So, I failed campaign second time, I need some guidelines for the next playthrough.

It all was fine - I got constant fund raises throughout the years. I researched stuff till I have nothing to reasearch. 50 scientists, 2 bases, stable +2mil a month. But 1999 arrives and I have no interceptors. '-1400' rating. I expect game over next month.

I prefer blind playthrough, but I don't know what to do, help.

 

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