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Messages - Empiro

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The X-Com Files / Re: Damage to inventory
« on: January 23, 2021, 01:10:15 pm »
It'd be really nice if there could be some form of protection from explosions for stuff in that tile. It'd represent a weapons locker -- I'd like to think that X-Com agents don't just keep all their stuff in one big pile on the floor.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 21, 2021, 11:23:10 pm »
Re: Cthulhu RPG -- heck yeah, it's my favorite! I love what they've done with the latest version, too. And the new Delta Green is a different, also-fantastic take! Now I'm imagining a full reskin of X-Com taking place in the 20s, running around the world fighting cultists and monsters and researching creepy artifacts. Cast magic, lose sanity! :D

That would be an awesome mod. To be totally honest, I actually enjoy X-Com Files most in the early game, before 1999. There's something fascinating about kind of working in the shadows and it'd be neat to build a whole game around it. Maybe one day we'll get full scripting support in the battle-scape, and we'll be able to generate all sorts of missions besides basically "neutralize/capture all targets".

The X-Com Files / Re: Early gun balance
« on: January 21, 2021, 11:18:56 pm »
It's a toss up between the BlackOps SMG and Mac 10 in close quarters. Until you get Trit ammo, the Mac 10's huge base damage and 8-round auto make mincemeat of anything within its short range. The SMG is better at slightly longer ranges. Both are good in the hands of newbs with a shield. However (and this could just be my own confirmation bias), in the latest version, I haven't used shields nearly as much because it feels like even if you directly face the enemy, you get hit on your side armor quite often.

One early-ish weapon I've only recently discovered and absolutely love is the Arasaka 3000. It has a highly accurate aimed and snap shot (and a very long range on the snap shot). It doesn't have the accuracy-squared modifier, so you get decent accuracy in the hands of a rookie. It gains damage based on reaction, and even a modest amount of reaction gives it more damage than most rifles. I also like the sound it makes. It completely replaced the BlackOps Rifle for me as soon as I'm able to get a steady supply.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 21, 2021, 04:01:25 am »
Hopefully you'll be able to convince Meridian to add a cone effect to the game! It seems like it wouldn't be a bad thing to have in addition to the circle effect. Maybe a line effect and wall effect too, if we're going to go full DnD.

The X-Com Files / Re: Purpose of grenades
« on: January 19, 2021, 11:23:23 pm »
I haven't found a niche for incendiary weapons myself. They don't reliably panic higher tier enemies. I lost one of my best soldiers after hitting a Sorcerer of Dagon with an incendiary grenade at his feet, and having the Sorcerer casually walking up while on fire and blasting him. Against lower tier enemies, a normal grenade would just as likely kill them. Against Zombies, it's kind of the same deal -- I don't think it prevents them from coming up to you and attacking. I don't think enemies route around them either, though it does keep them from ending their turn in the fire.

Flashbangs are alright -- but I've found that their use-case is kind of narrow. They're most useful for nerfing an enemy's action on their turn. However, in most situations, you're so outnumbered that trading one of your guys' actions for one of theirs isn't helpful. If I'm going for a capture it can be helpful, but it's often just as good to spam the KO grenades (if they're susceptible). If reaction fire the current turn is a concern, I've found that using dogs to sap their TUs or just having dogs stand next to them to trigger CQC is far more reliable. Flashbangs can be a super life saver to prevent melee enemies from closing in though.

Smoke Grenades are useful in a lot of situations -- I always toss one down the ramp of the landing craft and end the turn. However, make sure you note which enemies have Thermal Vision or PSI vision, which counters the smoke. The way vision works with the sniper system also limits the effectiveness of smoke quite often too. The small choke damage is also nice in keeping a stunned enemy stunned. It's pretty rare to see an enemy go into overstun from smoke.

KO grenades are super useful, though they have a tiny (3x3 area?) area. I'm also watching Yeti's X-Com Files YT videos from an earlier version, in which the grenades take like 1 hour to craft, and he's just spamming them out every turn. It's too bad they take so long to craft now. Most enemies are really vulnerable to it (even the MIB soldiers, who look like they have gas masks, take 400% damage).

I need to make use of proximity grenades more. I typically use them to mine the door of a UFO (from 1 square away), but they're also useful for tossing down corridors and cutting off areas so that your team can make sweeps of areas without having to worry about their backs. If you need to access that area later, you can always destroy the proximity grenade with a normal one.

I'll need to try out the tritanium grenades. They sound really nice.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 12:17:46 am »
I also have an observation / question -- are the Cult Safehouses now completely optional? I noticed that the lowest tier cultists that you get from Investigations can give you the Network topic which leads to Outposts. I seem to remember in previous versions that the lowest tier used to only give you the safehouse, and you get the next tier (Exalt Goons, Red Dawn Lads, etc.) would give you the Network.

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 15, 2021, 11:24:22 pm »
I can definitely confirm that the aliens will still attack whoever has the lowest PSI Strength (no soldiers have PSI skill yet in my game).

That actually brings up a question I have. How do aliens gain targets for PSI attacks? I remember in the original TFTD and UFO they had some weird rule that if the aliens could see any of your soldiers then all of your soldiers can be targeted, and they remembered your soldiers' positions for a few turns after (so they could keep getting targeted). This resulted in a bunch of guys in the back of the Skyranger/Triton getting attacked all the time. It was one of the lamest and most frustrating things about the original games, resulting in me quitting the game on multiple occasions. Even though I know how to deal with that now, at the time as a kid, it felt so impossible to overcome.

In my most recent encounter in X-Com Files, I had some guys outside of a UFO with the leader inside. Once some of them approached the side of the UFO, they started getting attacked. There was no way any of my those soldiers were able to be seen by any alien (though some other soldiers did get spotted a few turns past. Do the leaders have PSI sense, or is the targeting just like old-school UFO/TFTD?

The X-Com Files / Re: Too much research...
« on: January 13, 2021, 03:29:02 am »
Does researching weapons like the pipe give you the same monthly score as (let's say) a Plasma Pistol? In my game, I had a few months where I did spring cleaning on research topics (basically 1 scientist each on tons of cheap topics), and I remember that my end of month score was absolutely insane. If nothing else, it's a good way to get a big boost on your funding early on.

OXCE Support Y-scripts / [Answered] Any way to tell what facing was hit?
« on: January 08, 2021, 10:18:58 am »
Like in the way of debug logs or so on (I don't mind reading off a text file log or something)? I've been playing X-Com and various mods on and off for many years, but since playing the latest OXCE with X-Com Files, I feel like my soldiers' side armors are getting hit way more when I'm facing the target (even when it's zero-offset directly in front). Just being slightly higher than the enemy (1 elevation higher, but many tiles away) results in the under armor getting hit often.

I'm aware that at times, your sides can get hit even when getting shot from the front, but I feel that lately, it happens way more often than it used to. I also realize that there's a certain amount of confirmation bias at play here (if I get hit but don't get hurt, it probably hit the front armor, and it wouldn't have damaged the armor, so I can't tell where it hit). Still, it'd be nice to be able to see and confirm this. If there isn't a way yet, but it can be done with a relatively simple script, I can probably figure it out if someone points me in the right direction. Thanks in advance.

The X-Com Files / Re: Melee AI
« on: December 31, 2020, 09:30:27 am »
It would be nice if the game switched things up a bit now and then. For example, I'd love to see zombies swarm your position if you shoot a gun. It would make such missions a lot more exciting.

I don't think the game supports that kind of behavior though.

The X-Com Files / Re: Promotion II in 1.7
« on: December 28, 2020, 10:30:32 pm »
I feel like "Cool Alien Gadget" is kind of problematic. You're really at the mercy of RNG on whether or not you can pick up a PsiClone relatively early on. In my game, I found a Flame Glove, but couldn't research it at all (it relies on you having a Chief Engineer, which requires Cool Alien Gadget). The other items on the list seem even less likely to get and research. All the other requirements for Promotion II gets filled relatively quickly and at around the same time except for this one.

It would be nice if when you get your hands on any of the items in "Cool Alien Gadget", it should let you research the topic "Cool Alien Gadget" that basically generates an entry that says "whelp, this thing is neat but we have no idea how it works. Better get a specialist to take a look." I'm guessing that it's impossible for the tech tree to work like this (a topic that requires any one of many items).

The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: January 15, 2020, 07:48:49 pm »
You can't abort from any mission on the cruise liner because there are no escape tiles. However, thanks to your report I discovered that it was not mentioned in the descriptions, so I'll update them.

Perhaps in the future I'll mess with it somehow to include the x-Com craft on this map. I just don't want to se a situation where you spawn on deck with a god damn van. :)

Haha that I can see, but I think it makes sense to be able to abort from Cruise Liners, the worst mission from TFTD (made even worse now by combining the 2 parter into 1). There are other missions that don't have the craft visible, but are abortable. Would it not be possible to do the same here?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2020, 08:19:07 am »
Two bugs / issues I've noticed:

On the Feral Lobstermen cruise-liner mission, you can't seem to abort. For such a tough mission you might be unprepared for, you really should be able to retreat.

Second, the Tritanium Smart Shotgun Ammo manufacturing time is 850 hours, which is way out of line with the other Tritanium ammo (in the low tens of hours)

Open Feedback / Re: Mind Control and LoS
« on: December 13, 2019, 03:57:38 am »
Yeah, that's always been a huge problem when they start panicking your guys in the back of the Skyranger. There's no way they could have seen those folks at all.

I don't know if it's possible to make these two mods:
  • Make it so that the aliens can only target soldiers they see that turn, just like you. No targeting of "remembered" soldiers.
  • Make it so that you can only target entities your own (permanent) soldiers see. i.e. get rid of chain controlling, where you control one alien to scout and reveal more, and then control them, and so on.

I think having both would go a long way to make Psi/MC more balanced for players and less cheaty for aliens.

You recover some HP for ever fatal wound you heal, so doing that leaves you with more HP, which shortens the amount of time to recover at base.

If you don't have anyone nearby to heal, yes you can just finish the mission right away.

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