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Messages - Solarius Scorch

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61
The X-Com Files / Re: German Translation at 100%
« on: March 04, 2024, 04:47:51 pm »
Awesome, thank you!

62
Why camp this door, though? It doesn't seem like a good tactic.

Normally I do it like this:
- gather a few people near the door;
- next turn, shoot whoever can be seen inside;
- next turn, storm the building and cut down anyone who opposes within (usually takes 2 turns).

It works pretty much every time and I don't lose people, unless something goes really wrong. Camping sounds to me like giving away the initiative for no tangible benefit.

I admit it's not my favourite mission, though.

63
Thanks for the reply! I play on Blackbeard. Yeah I noticed that bounty hunting always gave me quite a bit of infamy. The only bounty hunting mission that I don't understand is the one where you have to destroy the red barn. I always just land and blow up/ shoot up the red barn and leave without hurting the guy but my score is 0. I have started just skipping this mission when it comes up.

You aren't supposed to leave. If you leave, you still abandon the mission, no matter how much damage you do before that. Just wait for the mission to end itself (after 5 turns).

And well, Blackbeard is the middle difficulty, so shouldn't have any extreme impact on your score. Good.

64
I love the mod but the infamy system has always confused me. I've been playing off and on for 3 or so years now and have never made it past November because keeping my infamy positive seemed almost random. I feel like I'd have a mediocre month only to be in the 2000 range, and then I'd feel like I had a great month to be at like 200 at best. What am I generally supposed to be doing to keep my infamy up? I make capture a big priority and only kill enemies if my hands are in danger or I'm going for shock and awe.

This topic comes back quite often. It is also very broad, so I won't try to really cover it here fully. Just two remarks:
1) Unlock as many missions as you can. This means unlocking them by research, but to a small degree also covering the planet with radars (for more shipping opportunities). Missions give you most of your money and score, so it's really important to participate, especially in easy ones. Bounty Hunting is crucial here.
2) Difficulty level matters a lot. Struggling on Jack Sparrow is not the same as struggling on a Blackbeard. Not knowing which level you play at makes it harder to answer.

Also side question: The temple raids always seem to screw me, so I'm pretty sure I'm doing them wrong. I either get a near-wipe or negative infamy from them.

Hard to speak without any concrete data, but my guess is either too little or too much aggression. Maybe you camp and the priest gets to you (he and the zealots are very hard to break by morale), or maybe you just overextend yourself and allow your gals to become isolated and defenseless.
It's not the easiest mission, but it's not difficult either, and definitely not a place where you should lose people on a daily basis.

65
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 27, 2024, 04:50:04 pm »
I was replying to psavola's comment about them being indestructible in unmodded X-Com. I know that in XCF and XPZ they can be destroyed rather easily.


Umm, I haven't changed the properties of earth tiles. :)

But granted, XCF provides more ways to deal damage to it.

66
The X-Com Files / Re: [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 27, 2024, 04:48:37 pm »
New names will require coming up with new descriptions and drawing new pictures. And I'm not an artist.:)
It would be much better if the commendations were not limited to 10 levels, but could go to infinity.

I don't mind cooperating, if you're interested. :)

Isn't the 10-award limit not just due to decoration images? So you could extend that, and then extend the base commendations as you wish.

Yeah, but I think that's less artistically satisfying. Dunno.

67
The X-Com Files / Re: [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 27, 2024, 02:21:57 pm »
Cool concept. I'd suggest giving them completely new names though, "Elite X" sounds kind of bland.

68
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 24, 2024, 07:02:47 pm »
Guys, what's going on here? I disappear for a week and this is what the thread is devolving into?
I don't have any strong opinions on the subject of hangars; in fact, this should not be a subject important enough to degenerate the thread. Some things said here are borderline breaking the forum rules. I understand getting emotional, but a video game is not a reason to do so.
I don't feel that removing posts is absolutely necessary here, so I haven't done that. Yet. But please keep the conversation civil from now on. This is the only warning, or there will be consequences. I'm being serious - this is not a game for kids, so please act like adults.

69
OXCE Suggestions NEW / [Suggestion] Random recruitment bonuses
« on: February 24, 2024, 01:08:06 pm »
Would you please consider adding a random list of transformation bonuses given to a soldier spawned from a project?

Currently we can do this (example from Piratez):

Code: [Select]
    spawnedSoldier:
        transformationBonuses:
          STR_FORMER_SPY_TRAIT: 1

In the requested feature, you could also get something this:

Code: [Select]
    spawnedSoldier:
        transformationBonusesCount: 1
        randomTransformationBonuses:
          STR_FORMER_SPY_TRAIT: 1
          STR_SOME_OTHER_TRAIT: 1
          STR_YET_ANOTHER_TRAIT: 1
          STR_AND_ANOTHER_TRAIT: 1
          STR_AND_ANOTHER_ANOTHER_TRAIT: 1

The flag randomTransformationBonuses determines which transformation bonuses are available to be picked, and transformationBonusesCount tells you how many are picked from this list.

The objective of this request is to enable more variety for recruits gained from irregular sources, as they can have randomish backgrounds, allowing more character individuality/flavour without straying into RPG territory too much. It would also help emphasise the challenges and unique factors of special recruitment, especially with less paramilitary settings (like Piratez or the WIP Cyberpunk mod).

If this gets implemented, it should also be viable to include in the basic recruitment process (buying soldiers), but that's a more radical departure from the basic X-Com concept and at this point I'm not sure myself if it's a good idea.

70
Works well and looks nice! Thank you!

71
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: February 19, 2024, 04:27:05 pm »
It would be a massive quolity of life improvement if, when base is attaked (often by surprise), the game first went to "armour screen", where you asssign armor  (and patient suits) to relevant gals. (and when you click "done" it would go to arming screen)
Being caught with you armour off really sucks.

Yeah, making this feature while encouraging the player to ignore it would be soooo logical... ;D

72
XPiratez / Re: A thread for little questions
« on: February 17, 2024, 09:45:36 pm »
Hey all!, what is controlling craft interior lightning? Ive recently noticed that on an older game my airbus interior has no light in night missions and in another more recent save, the craft interior has full lights and when i open doors it illuminates out like 10 meters. Is there a hotkey for that? (no i''m not talking about personal lights). Ive attached 2 snaps to see what i mean.

Craft lighting can't be controlled. Personal (armour) lights are under L by default.

73
The X-Com Files / Re: Suggestion: no more Ski Resort missions message
« on: February 12, 2024, 04:10:46 pm »
Mabey something could be created for when all cults are contained, would be nice with a "good job" bonus there.

and both industrialInvestigationLate and skiResortLate could look for that.

or is there a reason industrialInvestigationLate keeps spawning indefinitely?

I haven't made anything higher grade, that's all.
For now I deleted the unused script.

74
The X-Com Files / Re: Suggestion: no more Ski Resort missions message
« on: February 12, 2024, 01:09:27 pm »
I think you're right, that second script is unneeded.

75
Will that even do anything, after the event (https://xpedia.netlify.app/##STR_THREAD_OF_PROPHECY) happened?

You are correct, it looks like you also need to remove STR_THREAD_OF_PROPHECY from the save, else STR_WASTELAND_PRIESTESS won't be available.

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