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Messages - HT

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316
The X-Com Files / Re: New Niewiems walkthrough
« on: April 25, 2018, 09:22:49 pm »
I am not even at promotion 2 yet...

I'm surprised you lasted long enough with such subpar gear, unless you were unlucky to stumble upon a knight somewhere. As far as I know, Follow the Zombies is required to spawn Knights, so by then you should have Promotions enough to use explosives. Also, extra advice: Be sure to at least destroy 2 of the cults before the end of the 1st year if you don't want to be overwhelmed.

317
The X-Com Files / Re: New Niewiems walkthrough
« on: April 25, 2018, 03:47:09 pm »
Had only one mission with a knight.
Yesterday I got to research high explosives and some black ops stuff(cannot buy yet though) so will be a lot more potent :D
Right now I am using Shotguns and Magnums mostly

You should get into Promotion 3 ASAP, if you're not already, followed by doing MAGMA missions until you can buy their stuff. Alien Alloy ammo is a must by that point.

Thankfully, manufacturing said alloys gives you lots of money.

318
The X-Com Files / Re: New Niewiems walkthrough
« on: April 24, 2018, 10:46:33 pm »
I have electric clubs and taser pistols for stunning - he whitstanded 16 shots from pistols and like 30 hits from clubs before I switched to deadly force :P

You ought to have bulkier stuff than regular pistols by the time you're fighting knights, or you'll know pain. Failing that, explosives always work.

319
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2018, 02:00:41 pm »
If it is, it's 4 years old. NOT A CHANCE.

I think I noticed the problem: Is "Alien Electronics" a thing supposed to be researched alone, or must you get the topic by researching Engineers and Leaders and so on? That's my confusion.

320
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2018, 11:42:15 am »
What else would you like to do with the (failed) human sacrifices? Take them to a date? :) Feel free to roleplay that, but I'm not making The Sims arc yet. :D
I think Chieftains aren't much better informed than normal Deep Ones. I can't remember well, though.

Well, I expected an ufopaedia entry or something, I'm not sure if these Deep Ones are stronger than normal or something.


Eh, it's fairly rare already. Not sure what your problem is, are these missions more boring than other or something?

Ah, no problem, is just that if you capture enemies or make them surrender, some have a sell value of zero. Just pointing that out.

Another thing:
I think Alien Electronics is borked or I'm missing something: I have one in my base but I cannot research it no matter what. Is that a bug, Solarius?

321
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 23, 2018, 06:45:20 pm »
The rare "Deep Ones Attack!" mission where they gather human sacrifices is still borked a little to this day: The "human sacrifices" can't be done much except to sell them for pennies and you can capture Deep One Chieftain that sadly don't give you anything despite having unique names.

Meanwhile, some of the Cult of Apocalypse missions are also a bit weird: Those that are about riots and the like you can fight against "enemy civvies" that give you nothing upon being captured, not sure if intended. Is there a way to decrease the priority of this faction during mission generation each month?

Lastly, not a bug, but I was wondering if there's planned more stuff for the Pulse Weapons: There's a pistol, a rifle and a bigger gun and little else. Are there plans to develop shotgun and sniper rifle versions? Otherwise, they seem to be intended to be combined with Black Ops stuff using AA ammo.

One more thing: The MAGMA help missions where you fight tanks and other robots, you cannot capture or get the scraps of any enemy. Is this also intended, or to be implemented later? 

EDIT: Completed the mission, it was easier than I thought. However, would it be possible to rename friendly mini-tanks to "allied minitanks" or something to better distinguish them from enemy ones, Solarius?

EDIT 2:
  I think Alien Electronics is borked or I'm missing something: I have one in my base but I cannot research it. Is that a bug, Solarius?

322
The X-Com Files / Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« on: April 23, 2018, 04:12:32 pm »
How exactly does the "reduced one-handed penalty" mechanic work? I ask because I'm not completely sure how the numbers from the "stats for nerds" section mean to say for a two-handed weapon that can work in one hand (ie: CAWS). Does for example a 80% mean that the accuracy for shooting is only reduce by 20%?

In the ufopaedia it doesn't mention the specific numbers as well, unlike Piratez, making this a bit more confusing.

323
The X-Com Files / Re: The X-Com Files - 0.8.9 alpha: The Mummy's Curse
« on: April 22, 2018, 01:52:18 pm »
Unless specified otherwise, you can update your game mid-campaign. I advise not loading a battlescape save though.

324
The X-Com Files / Re: Early gun balance
« on: April 22, 2018, 11:57:20 am »
Honestly, Solarius had to do compromises to balance these guns, seeing that 100% realism is not necessary when most of the early guns will be thrown away and forgotten and soon as you get access to Black Ops stuff and beyond.

325
The X-Com Files / Re: New Niewiems walkthrough
« on: April 21, 2018, 05:31:52 pm »
Electric damage is a must if you wish to capture advanced zombies, so bring Stun Rods if you have them.

326
The X-Com Files / Re: The X-Com Files - 0.8.8 alpha: The Mummy Returns
« on: April 18, 2018, 09:33:05 pm »
Well, yeah... Depends on difficulty though.
These enemies are squishy, there must be many of them to stand up to you at this point!

I suppose, but still, how come most use UAC weaponry instead of lower-tech guns?
And yeah, they're squishy and easy to kill if you have explosives, but there are so many I thought it was a bug at first.

Yeah, if you're willing to wait a few days.

Lol, that's faster than I had thought. Will the new update be mostly bug-fixes, or will it include new content?

327
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 18, 2018, 07:52:31 pm »
There's a rather annoying bug I found: You can research and buy UAC Chainguns, but not the ammo, that cannot be bought for unknown reasons.

328
The X-Com Files / Re: The X-Com Files - 0.8.8 alpha: The Mummy Returns
« on: April 17, 2018, 10:40:16 pm »
Query: Is the "Communion of Apocalypse" meant to have sooo many enemies? There are like literally 70+ guys and gals running around armed to the teeth. Worse, most have not second-hand weapons, but quite modern stuff from the UAC somehow, including multi-shot rocket launchers.

Right now I'm at the point I stopped my previous play-through, as in I took care of the starting cults, and now I'm wrestling against the Syndicate, Osiron and the occasional Hybrid, I think I'll wait until the next version is up though before continuing.

Speaking of: IS "UAC Outsourcing" bugged, or unfinished? After researching this, nothing happens.

329
The X-Com Files / Re: The X-Com Files - 0.8.8 alpha: The Mummy Returns
« on: April 16, 2018, 03:28:14 pm »
I have a question/petition:

Can you make the Laser Cannon be considered a "Cannon" type weapon instead of a "Beam" type,  @Solarius Scorch ? I understand why you believed the need that the Plasma Beam needed its own category and limited the number of craft capable of using it, but the "Laser Cannon" doesn't sound as hi-tech as the former, so it would make sense to make it capable of being used by Interceptors and the like. At worst, only by Improved Interceptors and such.
It's also a pure human tech rather than reverse-engineered alien weaponry, for not to mention the description mentions its "cannon-like" features.

Otherwise, you research a weapon that then you cannot use for a long while, seeing how much time and effort it takes to unlock Promotion 3 and then research+produce crafts capable of using Beams.

330
The X-Com Files / Re: The X-Com Files - 0.8.8 alpha: The Mummy Returns
« on: April 15, 2018, 11:32:29 am »
Random question: Can you use an "higher tier" lab to research stuff from lower levels?

IE: I have built an Improved Lab, can it be used to research stuff that would require "just" a Standard Lab, or should I built the two? Is it feasible or advisable to create a base with all three types of Labs? It seems it would be too costly IMO.

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