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Messages - Empiro

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16
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: November 17, 2023, 12:39:32 am »
The rule that you want to keep staff expenses about in-line with funding is a good one, but I can't imagine supporting so many bases by 1999. I would say that once you have some experience with the game and have a good general idea about the key research topics, you don't necessarily need a huge number of scientists. Much of the research is for weapons and gear you'll never bother using, or UFOPedia entries that are only for points.

17
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: November 14, 2023, 11:35:53 pm »
I don't know if anyone is still maintaining the mod, but one bug I've noticed is that for the BlackOps Spy Pistol, most of the time, the sound is that of a silenced pistol, but once in a while, the sound is a super loud magnum or other large pistol. A minor issue, but it's surprisingly distracting.

18
The X-Com Files / Re: Ok so ... How is superhuman to be played?
« on: November 14, 2023, 09:09:20 pm »
One mod I'd recommend is the one that lowers enemy TUs on the first turn. A bit of a cheat, but it removes the frustration of having so many enemies essentially spawn camping you.

Other than that, if you have a tactic that works, then use it. There's no such thing as cheesy when the game is out to punish you at that difficulty. Really understanding how enemy AI works is also crucial (how they can spot you and use scout-sniper, when they throw grenades, how many TUs they tend to reserve, etc.).

Strategically, I agree that getting the best start is necessary to avoid falling behind. The early game is a combination of doing the right research to unlock the better (money-making) missions, ramping up research at the right time (too late and you're behind, too early and you can't afford the scientists), and getting the right equipment (mostly protection early on, then getting the BlackOps weapons).

In my latest playthrough, I think I've also identified a key strategy for the early-mid game:

- Try to unlock the Syndicate Missions early on. This is done through Red Dawn and Durathread Origins topics
- The early Syndicate Missions are reasonably easy (a modest number of guards with BlackOps weapons and Armored Vests, so bring grenades)
- What you really want is the Syndicate Warehouse. Don't advance past that part (I think Syndicate Experiments and similar research will move past it). Each Syndicate Warehouse (only a handful of guards) can get you a bunch of the Syndicate Crates. There are a number of nice guns you can get from that (Smart Rifle, etc.), but the gun you really want is the BlackOps Smartgun. If you have that, then you're basically set for half the game. I'm pretty sure you can get the gun without Promotion 3, but no matter what, you can easily source the ammo because it uses normal BlackOps Assault LMG ammo (which you just need the Machine Guns license for)

19
The X-Com Files / Re: Tone it down a bit?
« on: November 14, 2023, 08:32:10 pm »
I agree the tech tree is really complex, so make sure you're using the middle click to see what the research leads to and what requirements there are. Also use the research browser to see if the guys you're capturing have any more topics. A lot of the Dossiers are just backstory / points, but some of them do lead to unique missions or research options.

In the early game, you generally need only 1 guy of each tier to advance to the next stage.

I wouldn't tweak the mission spawn numbers however. It's fine to skip missions, but if you don't get the missions you need to spawn, it's very easy to get stuck in research.

One thing I don't understand is how/why you have 5 bases but you're still sending out vans. It sounds like you might not be doing the right research that unlocks faster/better transports.

20
The X-Com Files / Re: Promotion II
« on: November 09, 2023, 04:17:49 am »
Right, but it's okay in the case of bases and HQs because eliminating any one of the 4 unlocks the cult part of Promotion 3. Promotion 3 also has multiple paths for the other requirements, so that's typically not a problem either.

Promotion 2 is where the frustration can set in. It's such an important milestone because you're quite limited before and it opens up so many new options. However, you must obtain all 4 cult safehouses and find a researchable Cool Alien Gadget.

It's very easy to be left waiting on one of the 4 for months on end. Likewise, it's very possible that you don't get a psiclone from an Exalt safehouse, and you're stuck with a bunch of other gadgets that are technically on the list, but can't be researched until you get the promotion in the first place.

21
The X-Com Files / Promotion II
« on: October 27, 2023, 11:54:00 pm »
One thing I'd like to see improved is the progression to Promotion II. I think Promotion II is when X-Com Files really kicks off, but it's highly dependent on luck / randomness. In both my last 2 games, I basically stalled out before getting Promotion II, and almost ran out of things to research. It feels like the Cult Network and the Cool Alien gadget requirements are the most problematic requirements.

In my current game, I literally had 0 EXALT Safehouse missions until December, even though I got EXALT researched in January or February (lots of boring cult apprehension missions for EXALT though). I'm not sure what's the best way to fix this, but perhaps guaranteeing Safehouse missions after a certain month could help.

In a different game, I couldn't for the life of me fulfill Cool Alien Gadget until around the same time. I think Cool Alien Gadget is particularly kind of problematic. I get the intent -- you get something cool in your stores, and you want to hire a chief researcher to study all this cool stuff. However, the requirements for researching almost all of the items in the list either directly or indirectly depends on having the Lab, which requires having the researcher in the first place. 95% of the time you end up researching a PsiClone, which is closely related to the EXALT Safehouse requirement, and the item itself is hardly that cool.

I thought it's the case that in the latest OXCE versions, it's possible to check your base stores for specific items? Perhaps it's possible to check your base stores for a "cool item" (excluding PsiClones, as they're not that cool), and from that, generate an event that gives you the "Cool Alien Gadget" tech, kind of like how you have the character intros at the beginning of the game? The "hire researcher" task could be made more expensive to compensate for not having to research the item itself.

22
Yes, I saw that mod, but it looks like it hasn't been updated in quite a while. From the comments, if you try to use it now, it leads to very uneven escalation (where some of the events gets slowed, but not others). The save game editing is pretty straightforward, not too onerous (since you only need to do it for some months), and is much less likely to break things.

23
So one thing Meridian suggested is editing the saved game and changing the following variable:

monthsPassed: X

This variable gets changed and checked at the start of the month, I believe (when all missions and events get generated). So if you decrease this at the start of some months, you can slow down the escalation by as much or as little as you like.

24
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: October 27, 2023, 10:04:48 pm »
you have to embrace the idea of acceptable losses; a certain number of agents are going to get shot every mission. you need to lean into training and augmentations to bring up the average quality of your units so that you can quickly slot in replacements when your away team takes casualties. it's okay to lose 6 agents a month if you can generate 10 more replacements in that time. ultimately almost every unit is replaceable, albeit some more difficult than others (ex. high base reactions/psi).

Without saving/reloading, it's probably not possible to suffer no deaths. There's just too much random chance involved -- things dynamite being thrown from outside visual range, grenade launchers, random shots from across the map (because you hit someone so they can "see" you) that strikes your side armor even if you're facing them, etc.

In X-Com Files, it's not too hard to max out reactions at least -- you can rack them up on easy strange creature and zombie missions. Keeping high PSI agents in the back is usually good enough to keep them alive.

One thing I would definitely like to see fixed though, is the implementation of the scout-sniper. I know it will require engine changes, but it's aggravating how hitting any enemy automatically makes you visible, and on Red Dawn missions causes you to get lit the f- up even if your sniper is half way across the map in the dark. To compensate, it would be nice if enemies were a bit smarter -- i.e. they would throw a flare in your direction if they got shot from the dark. I think overall it would increase the challenge without making things feel cheesy or unfair.

25
The X-Com Files / Re: Scoped Rifle usability
« on: October 27, 2023, 09:47:56 pm »
Right -- so that's why I suggested that the scoped hunting rifle could distinguish itself perhaps by having reduced penalties from no-sight.

From a gameplay balancing perspective, it would work well to justify using the rifle on occasion. From story perspective, the question would remain about why you couldn't add the scope to any of the other sniper rifles.

26
The X-Com Files / Re: Scoped Rifle usability
« on: October 27, 2023, 10:46:29 am »
For a manufactured weapon that requires advanced optics, I definitely agree that it seems out of place and weak.

There's really nothing advanced about putting a scope on a hunting rifle. Maybe it could have reduced penalties for no-sight due to the actual advanced optics on board. It would make it a nice gun for actual sniping when you don't have guys with 100+ accuracy for the ^2 rifles.

27
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: October 06, 2023, 09:03:22 pm »
I was just playing this with I think the latest OXCE and TWoS, and when I killed Calcinites (first form), the Protoform seem to all spawn with full TUs, often times reaction-firing immediately after the shot that killed the original form. I was watching Yeti play from a few years ago, and I don't think Celatids did that. Is this new and intended behavior?

28
OXCE Bugs from OXC / Re: Random generator skewed
« on: October 04, 2023, 07:36:43 am »
No, `RNG::generate` work correctly, and changing it would break any other code that use it.
Only correct solution is fix only this usage of random as it should return values `0,1,2` or `1,2,3`.
This mean more correct would be `RNG::generate(1, _totalWeight);` here if `_totalWeight > 0`

Yes, your suggestion would definitely fix it here.

However, from professional experience, a random number function that generates inclusive end-bounds is prone to bugs and is generally more inconvenient to use. This is due to often needing to specify -1 or starting from 1 (0-based indexing is more common in languages, and mixing both leads to bugs). I mentioned a refactor, so we definitely would need to go to each call and fixing it if need be. I wouldn't be surprised if other off-by-one errors weren't also present.

Changing the signature of generate() would bring it in-line with widely-used industry standards.

Example Java - nextInt generates values [0, bound) : https://docs.oracle.com/javase/8/docs/api/java/util/Random.html#nextInt-int-

Example C# (generates exclusive end bound): https://learn.microsoft.com/en-us/dotnet/api/system.random.next?view=net-7.0#system-random-next(system-int32-system-int32

Example Go (same as Java): https://pkg.go.dev/math/rand#Int31n

Also a side note: the generate() function as implemented here actually has a tiny skew even if used properly. It's because it's unlikely that max + 1 - min neatly divides into the range of next(). When you take the %, it slightly biases the values to the lower end of the requested range. However, this bias is so tiny that unless you're doing a very careful statistical analysis or max + 1 - min is huge (like close to 2^30), you'll never notice it.

29
OXCE Bugs from OXC / Re: Random generator skewed
« on: October 04, 2023, 12:27:27 am »
I took another look at the code. If it is intentional, then it could be misleading:

Quote
/**
 * Generates a random integer number, inclusive.
 */
int RandomState::generate(int min, int max)
{
   return (int)(next() % (max - min + 1) + min);
}

Within WeightOptions, the selection code is:
Quote
    size_t var = RNG::generate(0, _totalWeight);
   auto ii = _choices.begin();
   for (; ii != _choices.end(); ++ii)
   {
      if (var <= ii->second)
         break;
      var -= ii->second;
   }

If we take a super simple example, with exactly 3 options each with weight 1, then _totalWeight is 3, but var can be any one of 4 values:

0, 1, 2, 3

Both 0 and 1 would return the 0th option, then 2 returns the next option, and 3 returns the final option.

It's a slight bias toward the 0th option and probably would go unnoticed in most X-Com games, since the mission weights tend to total to 100. I can see mods that use small sets of options with small weights being noticeably biased, however.

It might be worthwhile to do a bigger refactor and change generate() to return a non-inclusive end (by removing the +1 in generate()). Most random number generators behave in that manner because it eliminates a lot of +1s and -1s scattered through the code to make things work. For example, percent() would call generate(0, 100), and end - start always gives you the number of distinct possible values for generate.

30
OXCE Bugs from OXC / Re: Random generator skewed
« on: September 30, 2023, 02:24:13 am »
Most random number generators work well, but it's the use of the random numbers that may be problematic. I remember a while back I took a look at the code, and noticed at least one or two places where there were off-by-one errors when it came to generating alien missions (the random number should have been [0, x - 1], but the game used [1, x]), slightly biasing larger values. I don't know if that has since been fixed.

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