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Messages - Bonakva

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31
The X-Com Files / Re: Is "farming" cults worth doing?
« on: May 10, 2022, 09:14:56 am »
Promotion 3 does not require the completion of all cults. It does not require the final destruction of the cult at all. It is simply necessary to research 1 final item of any cult to be able to unlock upgrade 3.

32
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 06, 2022, 01:40:13 pm »
oh, question solved. I pressed "R."

33
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 03, 2022, 11:46:17 pm »
In some mods, when selecting vehicles, you can see the possible radius of flight, depending on the fuel. How do I enable such a feature in X-files?

34
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 02, 2022, 05:20:31 pm »
1) Yes
2) It's going to be greasy.
3) I don't know what you mean.
4) It's going to be greasy.

Soldiers are already because of these awards have inflated stats. And if you lower the conditions on these recurring awards, the soldiers will be imbalanced

35
Released Mods / Re: X-Chronicles Release, v.0.99.5
« on: May 01, 2022, 11:23:34 pm »
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.

36
The X-Com Files / Re: Endgame tips?
« on: May 01, 2022, 09:31:24 pm »
EM grenades are useless against Sectopods. Sectopods have a huge EM resistance (35). This means that the lower armor (90), 90*1,65=149. EM grenades ignore armor (175%) and do at most 65*1,5=98*1,75=170. So it turns out that the grenades are practically useless, high-explosive grenades too... Resistance against high-explosive damage is 40. In addition, the results of the attack you learn only in the enemy's turn, which is very unreliable.
They are perfectly killed by lasers. Due to the fact that they have low resistance to lasers (150). This means that the frontal armor (145), 145*0,5=73. The Scatter laser doesn't kill them because of its low shot damage (50), i.e. 100. Probably some of the shots fly past, some of the shots go with low alpha. So it turns out that they survive. Hit them with other heavy laser weapons. Tanks with laser weapons (110=220 damage) are great.

37
The X-Com Files / Re: Endgame tips?
« on: May 01, 2022, 05:52:21 pm »
One of the easiest and most versatile tactics in complex missions is a squad of psi soldiers. Simply taking over everything under mind control and destroying aliens with other aliens. As in the vanilla game, after opening psi research, there is a selection of soldiers. All non-gifted go into the reserves. The gifted become the elite, train en masse in psi labs and then go on particularly dangerous missions.

About sanity. The standard maximum for a regular soldier is 120 units. Higher can only be raised by some rewards total of 7, some of the easiest (Night Owl, Cavalier, Solid, Incapacitator). In total, these 4 awards will give 35 (3 gold marks). The gold marks are definitely hard to take, but by late game the silver ones will take care of themselves. A Cavalier with 3 gold marks is only 10 successful missions with no civilian losses.
And in general the easiest as said above is Nobellon.
From the calculation that 1 sanity = 1 move, over 100 sanity is enough for a protracted battle.

If your problem is that you're getting crushed by mind control and panic, then you need to buy more soldiers and pick up those who have 80-100 bravery. As a last resort, pump up your bravery with healing.

38
Is it possible to send multiple fighters to a UFO at once?
I accidentally found out that it is possible to send an escort through "shift". Is it possible to send several ships from different bases at once? After 100 UFOs it's annoying to click on each fighter separately....

39
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 12:11:39 pm »
I don't know how helpful this will be to you, but a couple of tips nonetheless.
The structure of the base:
Three hangars at the top.
A corridor in the form of an elevator at the far left or right wall, a corridor in the form of a warehouse (during the battle, the warehouse has a good arrangement of doors) and then the rest of the base. During an attack on the base, enemies will spawn in the hangars and the elevator. You get a corridor of death, which is convenient to defend.
Do not be afraid to sell plasma weapons, they will not be available to you for a long time, and the money is good.
Top weapons in my opinion:
glock18 (starter weapon with high DPM)->mp5 (great transition weapon)->BlackOps SMG (snap x3 imba)
stayer aug/g36 (good accuracy, snap 20 cells, ignore armor)
BlackOps Rifle (good weapon for beginners, snap 20 cells, ignore armor)
BlackOps Smart Rifle (good weapon for beginners, better accuracy, but snap 18 cells, ignoring armor)
FN Fal (snap 16 cells, bonus damage + ignoring armor, imba in the hands of experienced soldiers)
Arasaka3000 (accuracy!!! snap 24!!! cells, bonus damage + ignoring armor, IMBA)
Asuka4000 (accuracy!!! snap 26!!! cells, bonus damage + ignoring armor, IMBA)
Arasaka3000 and Asuka4000 are some of the best rifles out there. Beginners will almost always hit with good damage, veterans will destroy tanks...
BlackOps Auto-Sniper Rifle (snap 33!!! cells, bonus damage + armor ignore, IMBA). Another IMBA gun. In the hands of veterans can make a bloodbath.
MG3 (great damage especially for the stage it appears, snap x2 32 cells, auto x6 32 cells... Shoot only from a crouch because the accuracy of +160%, IMBA, hits very far, the probability of hitting is very high, the DMP is excellent)
Any Pulse Weapons with chemical ammo. A really fucked up weapon, seriously fucked up. Especially M.A.G.M.A. Pulse LMG (Catastrophic damage, bonus damage, snap 25 cells. Kills almost everything with the first salvo. Stupid IMBA). The enemy has a lot of armor and even has resistance to chemistry? I don't give a shit, after the first shot the armor will disappear, and after the second shot the enemy will disappear...
XM29 only as a grenade launcher. Direct fire and six rounds in a clip. I can't stand other grenade launchers with their hinged trajectory, they are all very slow and heavy, constantly needing to be reloaded. This thing fires direct fire several times with excellent accuracy and damage. Was an imba before the nerf, but still a great weapon.

Try to go straight into promotion 2 and personal protection. They open up armor vests that are very good defense against the kinetics of cultists. For this you need to research a living mutant (MONGORN, SPIKEBOAR, FENRIR, etc.), psiсlone (squeeze from exalt) and "get to know" the cultists . This happens very quickly. In the area of half a year. And you don't have to go in hand-to-hand to stun a mutant, it's enough to shoot him and sit in a safe place. He will go down on his own because of his injuries.

PS. I tried to go out in a good armor. I guess I lied about six months. Personally, I got it, but for a player who is just getting acquainted with the mod, it will be difficult to so rush. Well, within 1 year or 1.5 years of measured play is fine. The main thing to emphasize on the important research and in the first place to open a biolaboratory and intelligence center.

40
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 09:15:28 am »
For the sake of interest, I sold all the junk in your save (obsolete weapons, researched and useless items, corpses, prisoners from which there is no benefit). Left only current at the time of your game weapons and items that require research and need in production. The result is almost 5.500.000 income

41
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 08:18:05 am »
I understand...
I tried to pass Xpiratez several times.
But every time I quit at 40-60%. Too much content. Don't have that much free time...

Sadly or happily, you'll never see 100%. Xpiratez is full of mutually exclusive research. Probably somewhere between 70-80% at most...
Well unlike Xpiratez here you can see 99%))
There are a couple of mutually exclusive studies in the game.

Huh, and five years ago I discovered openxcom through FMP...
And then I saw The X-Com Files, and even later Xpiratez.
Xpiratez I never finished it, though I keep trying every half a year...
The X-Com Files is the golden mean for me.
I insanely like the beginning in these 2 mods, very exciting to watch the development of a small community into something larger, interest disappears with the growth of power, the game turns into a vanilla, with the typical shooting down and sweeping UFOs and bases.

42
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 28, 2022, 07:11:51 am »
It is counterproductive to explore everything with 1 scientist. You're wasting a lot more time and stalling yourself in the walkthrough.
Again, the vast majority of technology and research works on immersion. They don't globally change anything or affect gameplay.
Saul has done a great job with research chains.
Everything is quite logical and intuitive.
In order to go on a branch of cults enough to study 1 time each of the cultists. Conventionally, captured a follower = learned about the cult, opened the network, flew to a small base and captured the leader = learned about the HQ, cleared the HQ = destroyed the cult.
As you go through the cult branch, you get 2nd and 3rd promotions. And that's good weapons, armor, and transports. Re-learning cultists just unlocks lore or weapons that don't compare to the one you get from the promotions.
You want better weapons and armor study alien technology (engineers and leaders, some medics and navigators). Alloys = armor. Elerium = laser weapons. Alloys and Elerium new transports and fighters.
The aliens have some useful secondary technologies, which will cause you to have to capture and learn more than 1 time. But then again most minor technologies just give you some food for thought.
All global technologies can be obtained by interrogating each of the enemies once. Extra interrogation = nice bonuses.
You can set up budget bases as outposts without hangars with an intelligence center and/or bio labs (total of 10 scientists).
Installing the base 1000
biolab 750
Intelligence Center 750
Prison cells 120
Animal cages 100
Living quarters 400
Storage room 150
Total 3.270.000 or 2.520.000 (1 lab)
Lifting money. That's 2-3 forward cult bases or 5-6 outposts.
Later on, convert into a full-fledged base with a strike force, fighters, labs, and alien containment.
What about osprey and other transports is very wrong. Without cheats and abuse of the cult HQ is very hard to take, let alone attack alien bases and ships. You will lose simply because of the density of enemy fire. That's what extra bases are for, covering new territories.

I completely understand your interest in exploring and seeing all the content. I am the same way. I love and practice reading ufopedia...
But in my opinion fundamentally you have 2 mistakes.
1. it's not a willingness at the right moment to research a really important technology with all your powers, which will give a breakthrough to the whole game
2. the lack of new bases. New bases have a complex effect on gameplay. More scientists, faster deployment of troops, more soldiers in combat, higher chance of seeing a UFO and then shooting it down (Early fighters don't fly all over the globe...)

43
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 27, 2022, 08:54:05 pm »
Subjective.
From what I see, you spend too much time on secondary technology. It's much more advantageous to have 10 scientists for 1 technology.
You could have gone into promotion 3 a long time ago. It's only 1 technology.
Alloy research unlocks new armor that makes it much easier to fight people.
I don't understand why you don't use OSPREY or dragonfly. More soldiers = more damage, much easier to control territory.
The warehouse is full of unnecessary stuff. Obsolete and weak weapons. Also, the cells are full of people who are not useful. All of this can and should be sold.
After any mission, you can automatically sell unnecessary things, some missions allow you to earn over 500000 just selling junk. With this money to build new bases and cover new territories.

44
The X-Com Files / Re: psi traning max stats
« on: April 27, 2022, 05:18:58 pm »
The default power is not pumped. Can be fixed in vars_XCOMFILES.rul
Soldiers
      psiStrength: 100
      psiSkill: 50
Hybrids
      psiStrength: 90
      psiSkill: 60
OLYMPIAN
      psiStrength: 100
      psiSkill: 100
PROTEAN
      psiStrength: 100
      psiSkill: 25
KYBEROS
      psiStrength: 100
      psiSkill: 50

45
From the Ashes / Re: From the Ashes - initial release!
« on: April 27, 2022, 02:26:05 am »
wow, thats huge! Have you tested if it fits UI space? Russian is often longer than English (i think by 20% or so), and many English stings barely fits UI.

I think I need to deploy transifex space, so it would be easier to maintain translating of the project!
I did a quick translation for myself through the machine to familiarize myself with new mechanics, simplify and enjoy the game.
There are many lexical, syntactical errors in the translation (extra commas, no or unnecessary spaces, the meaning of some words does not fit the context, and so on). But this is more than enough to get acquainted with the mod.
Regarding the interface, I just started to get acquainted with the mod, but yes, there are places where the Russian text goes beyond the line of sight. Especially in large messages that appear from time to time on the geoscape.

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