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Messages - Ragshak

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121
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 30, 2016, 01:14:07 am »
Looking in the ruleset, it looks like it's been changed to not give Alien Origins anymore. At least not directly.

Tested on v0.4.2 few minutes ago got those two techs.

122
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 30, 2016, 01:07:45 am »
Arthanor: Wild Reaper gave me "Alien Orgins" and "Alien Lifeforms" techs.

123
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 29, 2016, 05:22:51 pm »
About missing faction...

They should spawn... Sometimes they take a break and disappear for a month or two, so it's probably this. If this continues for several months, please tell me, but it seems fine at the moment.

Finally they showed up.

124
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 28, 2016, 12:54:43 am »
v0.4.2 on my end

125
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 28, 2016, 12:32:20 am »
I have issues with Strange Monster missions. So far only Chupacabras and Spikeboears were aggresive at some degree. Spiders, if left uncontrolled, had few lucky bites.
Reapers, Zombies,  Mogwars(?) (...that white ugly gorilla*), Scorpions just go here and there and dont do much. The more I play the more I find Strange Monster missions boring and unatractive. Its quite frustrating to kill - with low tier weapons - 20+ Zombies  or those white/grey Gorillaz. My gyus just sit near the Van and shot everything that moves... its more a accuracy training than interesing mission. I often kill few enemies to get some score and then abandom mission.
Would be cool to see more of hunt like missions. So for example Strange Monster starts on one corner of the map and have to escape by going to specific place on the map OR force player to hunt by giving only X turns to complete the missions (I dont like missions with time limit but this is one of many solutions).
Also briefing tells about locals helping to locate Strange Monsters. Would be cool to see some locals with weapons as allies (But dont know is this even technically possible).

*UFOpedia entry tells that they are higly agressive... but they are not.
 

126
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 27, 2016, 12:28:05 am »
In my new run I cant get missions with EXALT. Needt o catch one to do EXALT Network reaserch. It is random which faction will show on the map?

Got Stragne Monsters missions with... Reapers. The problemis that UFOpedia entry says that this unit is connected with Floaters. Invasion didnt start yet so Reapers should be removed from those missions or UFOpeia entry should be tweaked a little bit.

127
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 25, 2016, 04:55:56 pm »
Maybe you are using en_UK strings? As far as I know Sol writes this mod only for en_US.

Yes, I do. Will change it. Thank you.

128
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 25, 2016, 04:54:50 pm »
Now have few minutes to write.

About dogs. They are early game tool. They take away one party member slot (and early this is a huge handicap). Their survivability isnt great. They cant train at Gym neither at Animal Pen. Idea of using Morale as mana pool was geat but it bring issues with games core mechanic. It is your mod  and your design decision but for sake of game tests and balance you could just try to pump them a little bit for peroid of few next versions and see what feedback you will get. If 100 Bravery is too high lets try 50 +/-10.

About "Axe"-like reaserch. As I mentioned - renaming at least those fast techs.

When do you plan to realese next version or update? I am eager to restart and try again but would rather wait for new build/version.

129
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 24, 2016, 04:53:29 pm »
Qucik sceenshot.

130
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 23, 2016, 11:46:27 pm »
Few hours into the game.

I feel really underpowered from the start - especially against strange monsers. I do take Logistic as a first reaearch to bring extra manpower. I also have to take tons of amunnition to actually be able to kill everything. Some missions take a huge amounts of turns, because there are like 19-20 mobs (Superhuman difficulty if thats the case). Sometimes creature can be one shooted; another time it take 5 shoots to kill it (XCom baby!). After awhile it become so annoying that I tend to abandon mission after scoring few kills.
Maybe some early explosives? Molotov coctail? I am not far. Got Promotion rank I and Nitro Rifle + Magnum + Shotgun.

Dogs. They use Morale to fuel their abillity to scan but with their low Bravery they often Panic or go Berserk. Solution would be to set their Bravery to 100. With their low Health it would be really nice to set their TU to 80 as descripted in UFOpedia.

After a few months what to do with cash? Got 3 Gym running to train soldiers. Should I build another base or HQ facillity to get extra 5 lab room? Got Xeno and Reasearch recruitment but did not unlocekd Laboratory yet (No spoilers please).

It is really stragne for me to see reaserch topics like "Axe", "Wooden Club" etc. Those techs are really fast to reaserch but why they are there? 5 scientists need one day to figure what Axe is for?
Another problem with reaserach is that I am unable to figure out which tech is fast to reasearch and which is not. As a general rule starting techs take long time. Looted weapons take around day to unlock. My suggestion would be as follow:
!) Renamne "Axe" like tech to "Weapon analyse: Axe" so it would be know that this only for UFOpedia and market unlock
2) For weapons concepts like Lasers it would go "Weapon concept: Laser Weapons" and it would be know that it will take forever to reaserch
3) There could be more tags "Theory: [tech name]", "Advenced Theory: [tech name]"

Because of slow reaserch progression, way too many many Cult/Stragne monster missions and some lack in firepower game becomes not so smooth and enjoyable as it could be.

Is possible to rename "Soldier" at purchase screen to "Agent"?
Is possible to rename "Aliens" at the battle summary screen to "Enemies"?

Flashligths are cool addition. And stunning with them is funny as hell BUT is it possible to place some street ligths durning urban map missions? It would be really cool.

Dont get me wrong.  I post mostly thing which I think should be improved. List of thing I like and love in this overhaul is much longer :)

Edit: Mission with Abducted Farmers. Don't like the concept of wiping whole team becase 10 turns have passed.  After that time UFO will arrive to abduct farmers? What is the story behind this :D ?

PS Got wipe out by pack of Chupacabras :(

131
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 23, 2016, 04:38:03 pm »
I can also see CAFE from the beginning.
And I was asking about UFOwiki entry because had no idea what it does.

Next one: UFOWiki entry about dogs says that they have 80TU. In fact after buying them they have around 60 and varies from dog to dog.

I wonder about Public transport speed - it seems to be very slow, even for a plane.

EDIT: Is it ok that SELLING abducted farmer corpse COST me 10k? It would be easier to burn them.

Solarius: Jest gdzieƛ polski odpowiednik tego forum?


132
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 22, 2016, 07:51:07 pm »
Please, add few flashligths and elecroflares from the beginning. Nigths are really dark here and not always transfer will arrive before first mission.

133
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 22, 2016, 07:27:14 pm »
Theres no UFOapedia entry for "CAFE".


134
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 21, 2016, 09:15:44 pm »
Thanks Kjotleik. I have both options enabled but for some reason only storage limit works. And yes I have more than 20 aliens in AC.

EDIT: How to reaserach Plasma Sword? Is there a research path for this or I need to take one of those from enemy? (I use weapon self destroy option).

135
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 20, 2016, 08:59:47 pm »
Anthrpod's terror unit Spitter comes in few variations: standing on his feet with shell (easy to kill), standing on his feet without shell (hatching from his shell if enough damage is done) and lying in shell (higly resistant to damage in this form). From time to time that terror unit change stance from 1 to 2 and vice versa. Wuld like to know is there a way to force that unit to stand up.

About Soldiers. I had in mind weapon prototypes and arena like bulding for passive train with alien soldiers. Or another way to increase soldiers stats. Or maybe forced fake base defend mission with only one room full of captured aliens :)

Mind Probe. I would suggest Scout tank unit (that little one) with scanning module instead of smoke. Effect similar to Mind Probe with 10-15 activation range.

Huh, magically now I see readme file :D Thanks.

I'm eager to try X-COM Files after ending current run.

Edit:
1) In myopinion Stormtrooper and Power armor adaptation (from dead MiB) shouldnt be allowed without Power/Stormtrooper armor tech discovered. Same for MiB Commander and Power Armor.

2) Game allows to keep more live aliens than avaible slots in AC facillity. There probably should be pop up message "Not enough room" like for Storage facillity that is full after a mission.

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