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Messages - Meridian

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Open Feedback / Re: Freqently getting early base defense missions
« on: October 08, 2015, 09:45:10 pm »
This is all behavior present in the original game: You didn't detect a UFO scout and it managed to detect your base. The game then skipped the rest of the UFOs on the Retaliation mission wave, and generated instead the Battleship that assaulted your base. If the AI already knows the location of the base it's pointless to send the additional UFOs to try to detect it.

Bottom line is, there are certain locations on the Geoscape's regions that increase the chance of UFOs detecting XCom bases since they are very close to the possible waypoints used by the UFOs. And since the Small Radar only has a 10% chance of detecting any UFO within its radius for every half-hour, it is very easy for a Retaliation scout to slip unnoticed and discover the base location.

If you want to know the best locations for the initial base, hit CTRL-D on Geoscape several times until it shows you the MissionZones used by UFOs (a bunch of different colored rectangles in many cases overlapping one another). Place your base out of those areas and the aliens will find it harder to detect your base. Crete in Europe for instance is one of the best initial base locations due to this (and being able to cover Europe, Central Asia and North Africa).

Hobbes, I am not a complete rookie.

I specifically said that I already have full world coverage with 8 Hyperwave Decoders.... which to my knowledge have 100% chance of detecting any UFOs within their range.

I am 99.8% sure that I haven't missed any scouts... and my question is if it is possible that the retaliation starts without the scouting and skips directly to an assault... if not, then I will try to find that 0.2% error on my side; or report a bug if I can't find anything after a thorough test.

Offtopic / Re: Goodbye
« on: October 08, 2015, 05:34:23 pm »
Hi Volutar,

Quite a dramatic goodbye.
I am curious why so suddenly... but I think it's better not knowing.

In any case, I think everybody in this forum/community KNOWS how big your contribution to the project is and that it wouldn't be where it is without you! It's sad to read that you feel like "you spent a part of your life for almost nothing"... if I did what you did, I'd be very proud of the achievement.

Just want to say THANK YOU one more time and good luck with your future plans...


Open Feedback / Re: Freqently getting early base defense missions
« on: October 08, 2015, 11:05:39 am »
I noticed that too, well not exactly that, but something similar.

1. I shot down a couple of UFOs... and a new retaliation missions was generated
2. After just one day, a Battleship came and attacked my base directly... there were no previous scouts (I have full world coverage by hyperwave decoders, I would see them, right?)

Is this normal?

PS: if it is not normal... I have it on camera, and I have saves as well...
PS2: aggressive retaliation is turned off

Tools / Re: [SPOILER] Various tech trees (FMP, X-PirateZ, ...)
« on: October 05, 2015, 11:17:27 pm »
I don't know why, but the 3rd suggested link from that video for me was this:

Besides the title, also the actual clip is pretty interesting :-)

Tools / Re: [SPOILER] Various tech trees (FMP, X-PirateZ, ...)
« on: October 05, 2015, 08:47:07 pm »
Updated to version 1.7.1, download available in the first post.

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 05, 2015, 08:22:37 pm »
OK, I tried it again on fresh game and used guys with 65-70 melee stat... the results were... decent... probably still not better than firing aimed shots with minimum firing accuracy (40), but decent enough to consider using it. I will give it a try next time I play FMP.

Btw. sorry for thread-jacking, I just realized this doesn't really belong here.

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 05, 2015, 07:17:58 pm »
Yes, turn-based abstraction is probably a valid argument.

Still, if I charge full frontal, they should reaction-fire at me and kill me... if I sneak from behind... well they shouldn't even know what hit them.

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 05, 2015, 06:25:36 pm »
Btw. what does the miss on melee even represent?

You can't actually miss from point blank, can you? It could represent a chance of aliens using some advanced close combat self defense techniques... but unless they were trained by Chuck Norris himself, an average rookie should still land 80-90% of the hits in my opinion.

The damage is of course another story... I agree a normal combat knife should not hurt a Muton at all (it should hit though! and cause 0 damage)... but a plasma blade? I hope Plasma Sword will be better... I mean unless you have another sword to block the attack (and you are attacked from the front side), there's no way on Earth you can avoid being hit, right?

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 05, 2015, 10:23:05 am »
Soldier's stats are rolled when he's recruited, if these were recruited before Solar buffed soldier's Melee (which was quite recently), they will have their Melee in 20...40 range...

Ah, you're right! Just checked, it was added only in v1.7. Since then I recruited only about 10 soldiers (I guess they were unlucky) and the rest is pre 1.7.

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 04, 2015, 11:44:15 pm »
Hmmm... out of my total of 104 soldiers, currently the best has melee stat of 41.

There is just no reason to use melee weapons for me then (except for stun rod, which seems to always hit). To survive 20+ missions and actually 20+ close encounters without reaction fire (to train the skill) seems impossible to me...

Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: October 04, 2015, 09:12:56 pm »
I have just tried out Plasma Blades and I have to say I am very disappointed... either the accuracy is very low, or RNG gods are mocking me... you'll be able to see it in episode #114 when it comes out (in about 2 weeks).
I had waspites under psi control, hitting them mostly from behind, sometimes from the side.

Stats on soldiers:

Kjotleik: melee accuracy 40 (this is the maximum you can start with I think)
miss: 6
hit: 4
kill: 2

Merlin: melee accuracy 39 (almost max)
miss: 8
hit: 3
kill: 1

Shinobi: melee accuracy 25
miss: 9
hit: 1
kill: 0

Total: 23 attempts => 3 kills ... WTF? Scatter laser across the whole map is more effective than that...

Work In Progress / Re: [TFTD] An independent X-COM?
« on: October 03, 2015, 11:06:18 pm »
I don't think you can make a mod for that... but if it bothers you too much, you can just save the game before the end of the month... open the save in a text editor... and remove the bad score manually (the file is readable by humans). Then reload and continue ;-)

Playthroughs / Re: X-Piratez: Capt'n's Log
« on: October 03, 2015, 11:01:22 pm »
"Cutlass Jo" ready to join the harpy hags clan...

Work In Progress / Re: the Dalek Invasion of XCom [V0.01 RELEASED]
« on: October 01, 2015, 11:23:24 pm »
This is great.... I really need to start reading this forum... like everything, to the very first post.

Boy, eh? Why do I even try...

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