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Messages - HT

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The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 29, 2021, 11:33:05 pm »
Do you play your own mod regularly? Don't you get tired of it? After all, you already know what's new in every update.  :)
 
Either way, after checking the XCF wiki, I confirmed you don't even need Promotion 2 to unlock Black Ops weaponry, "only" to have "All staff contacted" and "Non-standard weapons", topics which you should have unlocked by then. Afterwards, you research "Contact: BO", and you're given a list of "basic" BO weaponry to acquire, such as the pistol and the shotgun. Despite their price, they're still better than most of the cult stuff you get. The OXCW rifle also requires you to unlock the topics that deal with buying weaponry from the EXALT cult, as it needs the same ammo used by the M16 and company, but the OXCW itself doesn't let you buy said ammo by default, only the explosive rounds. On the other hand, chances are you'll want to use that rifle for the explosive rounds anyway.
I'll have to check later, once I download the new update and such.

32
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 29, 2021, 10:27:38 pm »
Eh? What scouts? :)

The bats, I mean.


You were never allowed to do so. If you did it, it was through some loophole. So in short, I have no idea and don't really care how it works.

Depends; sometimes yes, but it's not guaranteed.

To be fair, I don't exactly remember how I managed to build 2 HQs in a base, only that I just did. As for the Black Ops weapons, once you get Promotion 2, you unlock Black Ops as a research topic, which already opens a bunch of usable BO weapons IIRC, so you can get them early. The major obstacle to getting them is their price.
 

I keep hearing it's OP... ;)

You mean the Jackhammer, or the OXCW rifle? I have to try either, I only judged from stats.

33
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: March 29, 2021, 09:09:52 pm »
Yay, it's finally here!
Speaking of: Perhaps this has been fixed already, but I noticed some of the EXALT units, particularly Goons, have visual bugs on their paper-dolls seen in the Battlescape. Sadly I cannot provide pics right now, but I believe they had a weird, glitched green thing where their secondary weapon should be (usually it happened when they had a pistol and something else in the other hand).
Cool, early flying scouts!
BFG was already a thing in Piratez, I suppose the graphic was copy-pasted, unless it's slightly different.
Island of Dr. Alpha... Aka, not-Moreau?
I'm not sure what do you mean with "aliens reacting in different ways". Can they destroy your bases by missile strikes ala Piratez or not yet?
I also already built multiple HQs in the same base. Will this prevent me from updating them to Advanced HQs once I update?
Also, as for the revived weapons: I haven't tried much yet, but IMO there's the issue that by the time you unlock them, you're probably close enough to unlock Black Ops guns, which makes most of them redundant.
The only possible exception might be the Pancor Shotgun. The grenade-launching rifle seems cool on paper, but it's too heavy and lacks an aimed mode IIRC.

34
The X-Com Files / Re: Beach mission swimsuits
« on: March 28, 2021, 11:24:27 am »
I maybe misremembering, but I believe there were some few topless models indeed.

35
40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: March 21, 2021, 12:57:22 pm »
Your work is impressive so far. A shame I'm a bit fed-up with WH40k. At this point your mod might as well be integrated in the main mod if isn't already, seeing the so many features and changes you bring so far.

36
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: March 15, 2021, 09:05:45 pm »
I guess I'll give the github version a try then. It seems you're going for broke, completing at least one arc or getting very close to it. Also, new stuff as usual,

Spoiler:
such as being able to "recruit" these bats you find from time to time

37
The X-Com Files / Re: Regarding Base Defense changes (if any)
« on: March 05, 2021, 04:57:23 pm »
If your base is empty (no combat personal) UFO will destroy it instantly.
 
Defences reduce the number of enemies present, you can stack them + gravity shield so everything fires twice.
If you have sufficient firepower, its possible to destroy the UFO outright and you will be spared.

Though destroying large UFO will take some firepower, but for example, if Syndicate tries to enter your base via Scarab dropship (?) it will get pulverized and explode to thousand pieces before it lands.
I know all of that. That's how it works in classic UFO, where you were encouraged to have no defenses to capture the invaders for some easy loot, but some big mods like Piratez twist the formula a bit, like having the UFO attacking potentially destroying part of the base (if not ALL) outright, if defenses don't repel the invaders, encouraging you to build them. Piratez also has enemy invaders suffer causalities if defenses managed to hit the ship but not destroy it. I wanted to know if XCF has something similar to the above, or just the classic XCOM mechanics.

38
The X-Com Files / Regarding Base Defense changes (if any)
« on: March 05, 2021, 12:41:03 am »
I started playing again in Genius difficulty in preparation for the incoming update. The step up in difficulty shows: First month I got 3 UFOs!
Fun time.

There's one thing I'm not sure though: Can enemy ships attacking your base instantly destroy everything as it happens in some mods (like Piratez IIRC)? Do base defenses do anything besides destroying the enemy ships? Has the formula been changed so that if you destroy the enemy ship/s, you get a reward or something? Or at least reduce the number of enemies showing up?

39
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 23, 2021, 07:49:31 pm »
Hey Scorch, how long until the next update? From what I gathered so far, it seems it will be a massive overhaul with tons of new stuff, but it seems nearly finished to me.

40
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: February 21, 2021, 09:27:57 pm »
I checked the wiki. Knockout Grenades, Smoke Grenades (and shells), and perhaps the Noose could help you fight Lobstermen. I remember the Mindjack device (the melee ranged mindcontrol device) being quite effective as well.

41
Suggestions / Re: SCP foundation mod to openxcom
« on: February 13, 2021, 03:59:12 pm »
That looks cool as hell, even though I wonder what would the UFOs and Terror Missions be replaced with. Containment breaches?

42
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 29, 2021, 08:50:30 pm »
Some specific ranks of the aliens have visible changes, like differently-colored backpacks, a tiara in the Sectoids' case, and so on.

43
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 08:07:25 pm »
they have psi vision, so they can sense your presence through walls ´n such.
however, psi attacks are weaker the further away from target... so it is different from OG.
I think that last line applies to your troops, not sure about aliens.

I made an observation myself.

My standard procedure against PSI enemies is to make sure, that anybody with PSI Strength below 40 is harmless to other soldiers. (Stun and weak weapons only).

So it seems, that they only try PSI on people with low enough defences.

Did you try to see what happens if you send someone with low Bravery but high to moderate Psi Power?
How does one increase Bravery besides using medikits on other people by the way?

44
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 16, 2021, 10:55:37 am »
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).
Thanks! Sadly, that makes it just like the OG, but worse, since now you need good bravery for everyone. Thankfully it is an easy stat to gain IIRC.


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?

Just like the OG games, if an alien meets one of your guys, said unit can be targeted by EVERY psychic alien. Unlike you, most of the aliens don't need the "must see target" condition. I haven't checked with all aliens, but Sectoids do that IIRC. Ethereals would make sense to do as well, since they're all about psychic power.

45
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 13, 2021, 10:44:46 pm »
I've been snooping around the github directory and so far it seems next update will be a big one, with new gear, modifications to the existing stuff and finally a reward for
Spoiler:
completing the zombie arc!

Alas, I have a doubt: It's been modified that Psi Defense now uses an agent's Bravery instead of the Psionic Strength stat, which makes cowardly agents twice as useless now. However, Bravery can be trained, which means that an agent with high Bravery but no Psionic power still has uses. The question is:
Do aliens still use as a favorite target an unit with Psionic Strength 0 ? In the original game they laser-focused on these guys due having no resistance against psychic attacks, which allowed you to use baits in order to avoid having your team being mindraped to death. With the swap of Psi Defense's stat use, does this behaviour still remain?

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