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Messages - JustTheDude/CABSHEP

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211
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 19, 2019, 09:32:03 am »
Explain me, The Enlightened Ones, what is the reason to use napalm grenade instead incendiary??? I'm still do not understand why we need  Promotion III to use a manufactured grenade with lower damage and lesser radius. ???

Check the "INFO" menu on Napalm nade. It may cause more morale damage, or something like that. I'm pretty sure it's simillar to "Wille Pete" in XPiratez.

212
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 18, 2019, 09:44:11 am »
It's a good tactics to equip your pilots with 'cyber armor' or 'stormtrooper armor' and use craft's upgrade for evasion.

I remember that I read somewhere that armor buffs and nerfs doesn't affect piloting skills. However I'm not 100% sure.

213
I remember when I played the X-Prison mission for the very first time a couple of years ago, I got to the top and explored nearly the entire place before I won via routing the enemy.  But that hasn't happened again since; in subsequent playthroughs, I wouldn't even get halfway through the place before winning because all the enemies have already panicked and given up.  I don't know if it's because I know the game better now or a change made the mission easier, but it seems like a waste to design this big complex unique map and not be able to see all of it most of the time.  I'm not quite sure how to fix this, or if this is actually intentional and there's really nothing to fix.

There is one sure way to see the entire map: Stun most of the enemies, kill few for morale.

214
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 08, 2019, 04:31:30 pm »
Nothing at first page, maybe you mean second. Which is why i asked. Or i missed something, happens.

BTW do you write some not offensive posts sometimes too?

Please, don't hurt me! *defensive stance*

"Sooo... is it normal to have 1000 (one thousand) UFOs at May 2000?" First page question. Answer on Second page.

Don't play Superhuman, or be build an Ark as the world will be caught in UFO flood not for 40 days and nights, but for eternity.


215
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 08, 2019, 11:40:19 am »
The idea about STALKER is not bad, but I don't think we need a pack of missions. To my mind, it would be better to do a single mission (like the mission with Altar of Black Lotus) in Pripyat with using bio suits only (hazardous terrotory, you know). Put the name of it 'Chernobyl anomaly'. A lot of hostile stalkers defend the Sphere, and we need to eliminate them. The main loot is Golden Sphere (costs 2.000.000$) and some lesser artifacts, useless ('junk' type), but expensive (10.000-50.000$), with description refers to original story (easter eggs, yes). What is the origin of this sphere? Well, this is another 'gift' of Golden Lady (if you want some refer to XCF).  :)

It's more about Roadside Picknic than S.T.A.L.K.E.R., story from the game would work better since whole Zone and its creation is a conspiracy, the main theme of X-Com Files.

Going trough Monolith Forces into Sacrophagus to uncover the secret of the Wish Granter. This could be a special other way to learn psy-thingies outside of Ethernals.

216
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 08, 2019, 11:33:36 am »
So alien assault on your base is now rare or totally out of game? Good to know if i should be aware of my base layout and build defence etc.

Btw what about that ufo spam...is it normal, bug, thing to change or...?

Literally check first page of this thread.

217
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: October 01, 2019, 02:08:25 pm »
This is the middle difficulty.
What the fuck did you people expect???

I can only guess that most of them played X-Com with beginner bug, so they all think that when they picked up superhuman, it was too easy, so the mod should behave as well.

218
The X-Com Files / Re: Some suggestions
« on: September 29, 2019, 12:27:18 pm »
Wouldn't be possible to make refueling faster? With 3-5 UFOs coming every hour it doesn't matter how many aircraft you have, you simply keep running out of fuel at those swarm days/weeks. (and ofc when you refuel some aircraft and send it to fight, you manage to find only battleship at that 40+ UFOs present at globus  :'( )

Again and again: You don't have to shot down every single UFO.

219
XPiratez / Re: A thread for little questions
« on: September 24, 2019, 10:33:18 am »
Need help form my melee fighters.

My best fighter always used fuso sword since the first month in my current playthrough. I got lucky and got it from a sky ninja but it took a while before I could buy them.

Now I'm 3 years later fighting enemies much stronger and the fuso sword just doesnt cut it anymore, specially against tanks and highly armoured enemies. Any refommendation for melee weapons I should have mid-game ?

On the same topic, I'm still using stun sticks to try to capture high rank enemies. I mostly rely on luck to knock them inconscious and I heal them before they bleed out, but Commando Captains still melee after rising up and I have a hard time stunning star gods or guildmaster. What do you guys use to capture enemies ? I cant always rely on luck and wont do F5/F9 to capture.

Thanks !

What I recommend instead is to read bootypedia ASAP. Read everything as you clearly didn't noticed that Fuso Sword sucks at beating armor and it doesn't take strenght into power bonus.

220
The X-Com Files / Re: Final thoughts of a lost campaign
« on: September 21, 2019, 10:32:00 am »
There is a set priority a player is encouraged to go trough. First are council reports, then destruction of every major cult before invasion (or soon after) etc.

You don't have to deal with everything, you don't have to shoot down every UFO that appears, you don't have to research everything as many topics are pure fluff (with score addition).

Also I don't know how many space you really need and what you are storing there? Main Research base requires standard equipment for soldier and every new fancy tech piece (but only one example of each). Manufacturing base requires obviously equipment for soldiers to defend it and resources. Then you can have training and interception bases where you can store other stuff. I never had any problems with storage space when I was able to afford more than one base. You probably don't need 1000 pistols, or whatever lies in those warehouses.

Motion Detectors and mines/proximity nades are a great defence in cave missions. Caves also show weakness of miniguns, use other weapons not only for better performance, but also for less boredom.

I belive that you can use most of the weapon you find from aliens right away, like those carried by Apocalypse Aliens in "Alien Hunt".
There is no way to colour stuff in sell screen, but you can click on them with middle mouse button and menu that appears will say if it is required to research, or if you can just sell it.

221
XPiratez / Re: A thread for little questions
« on: September 18, 2019, 06:51:36 am »
Is there anything you can do if the last enemy on the map spawns in an unreachable location?  Had a Techromancer Tomb mission where it went to Bug Hunt mode and I couldn't get to the last enemy.

I guess you are reffering to underground mission. Yes, you can, there is few weapons that are designed specifically to destroy terrain and dig tunnels. Like Pickaxe, or autoaxe.

222
The X-Com Files / Re: Strategic advice - cave missions
« on: September 17, 2019, 02:54:06 pm »
Vanilla-style, where most of enemy troops killed from squadsight shoots  ;)
That isn't good. This mod contains many close-quarter missions, where could be a lot of surprising situations where you can count only for appropriate reaction shots. And one more thing... I'm not sure, but I think that the value of our soldier's reaction decrease chance for enemy's reaction shoots. This is vital for superhuman difficulty, especially with fighting against aliens.

Reaction Shoots are not part of RNG. It directly depends on reactions of both sides and TU's they have remaining.

223
XPiratez / Re: [MAIN] XPiratez - J17A - 8 Sep - I Stab At Thee!!! (reloaded)
« on: September 10, 2019, 01:32:41 pm »
I'm really bummed out that the Peasant Aqua Suit EVA doesn't work in space. I probably should have been tipped off by the fact that the recipe didn't include grav units, but in my defense, the term "EVA" is a little misleading. Still, I just wasted about a month on a peasant space program only to have them show up to the mission in survival pods. Cheap refractor suits for a mission set where enemies almost exclusively use energy weapons? Not having to painstakingly swap my main gals over to space garb every month on this shitty laptop touchpad?

I should have known it was too good to be true.

Also, boxing glove arrows when?

You can save gal loadouts by using "F5" on equipment menu and load it by hitting "F9". There is about 30 (I think) slots for saves, enough for 15 gals to have normal and space loadout.

224
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 08, 2019, 03:00:28 pm »
I thought it was for hybrid as when I looked through the ufopedia it always showed armor with a H as hybrid wearing it.
You're talking about gals though, are you sure you're talking about X-files or X-piratez?

Dang... I didn't notice it's other forum.

225
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 08, 2019, 09:38:48 am »
finally got heavy tactical suit.
But it gives me 2 ufopedia entries, one for the suit and another one exactly the same, but with (H) added to the title.
whats the difference?
(tritanium version does that too)

Sprite and description should be way different.
Suit with "(H)" means it has (H)elmet. There is a difference and it's fairly important. Helmet gives you additional 5 armor to right and left side and also protects you from smoke (and probably buffs some other resistance, I'm not sure), but it reduces energy recovery and reactions, in addition gal inside overheats faster in Hot maps.
It's just a matter of choice if you want one thing, or another. Most enemies don't use smoke too much and 5 armor at midgame isn't that important, while energy recovery and reactions is.

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