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Messages - Ciruil

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The X-Com Files / Re: The X-Com Files - 1.0: Judgement Day
« on: November 15, 2019, 05:49:27 pm »
No, you're not supposed to do that. But you can give it a try - it's up to you. Consider it a hardcore bonus level.
Also successfull try hightly rewarded:
1. Kill at least 1 alien and ride away thith corpse (dont try to captule alien alive - its useles, you has no alien isolator). Research corpse. Research and build alien isolator. In second alien landing try to  capture and kidnap any alien. Its allows you reseach and build wery nice transport - SKYRAIDER. Unlike DRAGONFLY and OSPREY: it can reach whole map, much grudeli 2 times faster, has magnificent side doors near cabin alloving to safely shooting from transport inside.
2. If you  kill all aliens you got alien alloys. Its allows to research and produce wery strong againist early game cults tritanium armor, pretty powerful tritanium bullets, wery strong in melle tritanium knifes and swords

Anyone know what research triggerrs jarheads terror mission or its fully depends from random?

XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 20, 2019, 06:33:09 pm »
They just get more XP for actions that yield XP. Quite simple.
Its obviously, but how more? Is (+15) = +15%?

XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 20, 2019, 08:51:23 am »
Some outfits has "Extra XP (number)" in description. How it working?

The X-Com Files / Re: Re: The X-Com Files - 0.9.9a: They Live!
« on: May 23, 2019, 05:35:44 am »
IMO best weapon progression is : Colt .45/Magnum -> Mac10 -> CAWS AP, with a few specialty weapons on the side (BlackOps Minigun, Flare Gun, Black Ops Sniper Rifle).

My variant: any pistol>black ops pistol>smart magnum>until laser weapons...
Armor: protect vest whith shield>tritanium armor whith shield (to research it you need to capture landed UFO for alen alloys, i did it on ironman highest difficulty whith 2 agents, key to victory - run in any house and wait sectoids for meleeing, probally trasher shotgun may been effective in ranged combat. For opening trasher you need found and research light cannon).
For opening smart magnums you need to finish duratread factory mission, research source of durathread for open cyberweb faction, token and research any robot wrechages of cyberweb.

Smart magnums:
Disadvantages: low accurasy, need reloading/manufacturing speedloaders pretty often (put at least 4 speedloaders in soldiers inventory and take many speedloaders if soldiers run out of ammo).
Advantages: 50 damage of tritanium bullets per shot (!!!), fast firing (compensates low accuracy, not moved agent can make up to 6 shots for turn), powerful owerwatch, one handed (allows using thith shield)

The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: May 14, 2019, 07:19:09 pm »
- Improvement graphics of hostile Hybrids.
then I saw this I hoped hostile hybrids now has different appearance and I can saw who is worker, agent, specialist and etc., but no.

The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: May 05, 2019, 08:02:17 am »
Well, or before the end of the month to fix the save.
What exactly i must fix in save?

The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: May 05, 2019, 06:07:01 am »
I researched "Using staff of heart grip" but my agents can't using it in battle (still they can using flame glove). Is this a bug or i missed something?

Also i got alien infiltration mission in USA on march 1999 (and all ships has got observators in crew). Thats grasy, did i was must rushed interceptors researching from beginning?). Failed shooting down any ships, destroyed appeared alien base but lost country. As i understanding is no way to return country, isn,t it? UFOpaedia says: "When a country is successfully infiltrated, an alien base will be instantly created in or near the country. Always search for the alien base after the second Battleship. And once you know that the base is there, you have several options available to you." What kind of several options, just destroying or robbing base and landed supply ships?

XPiratez / Re: [MAIN] XPiratez - 0.99J5 - 16 Aug - Hunter, Hunted?
« on: August 17, 2018, 08:01:14 pm »
- Dragon's speed raised to 3000
- Rebalances to Heavy Craft Weapons
- Loknar cap on REA reduced to 125

Looks like Dioxine paid attention to my post about unvulerablity of interceptors piloted by lokk'naars whith maxed reaction and thrusters in missle slots, that maked heavy and tanky crafts useless. But now lokk'naar soldiers pretty useless, maybe they need some buff in another stats?

XPiratez / Re: [MAIN] XPiratez - 0.99J4 - 19 Jul - Halloween Comes Early
« on: August 05, 2018, 08:01:53 am »
Fast way to train bravery to 90:
Run Nudist on a map you can clear without any risk of taking damage (like church raid while wearing guardian armor) and go full-capture with the gals.
Stunning enemies doesn't raise moral. The lokk'nars / peasants / slaves / ubers will panic once moral drops to 49 and less.

Everytime they resist panic, they can roll for a +10 bravery growth. Around 3-4 rounds of no-panic and you're good to go.
HP, Str and Stamina also increases with every resisted panic round.
Arm naked Gals thith shepherds staffs and you can train bravery to max by skipping turns.

A fair point, however maxed reactions on a loknarr takes quite some time on field to train up. At most 90 starting reactions vs cap of 140. 50 points is at minimum 9 missions if you get the full possible gain. More reasonably your looking at around 18. That's if you have max initial reactions, floor is actually 50.

Assuming an average of 2 battles a month that's 9 months or more depending on where you started. Somehow i dont think there will be very many of these ace loknarr in the average campaign.
Intercepting enemy ships training pilots bravery, firing and reactions. My lokk'naars pilots was slowly but easily trained in interceptions, not in any ground missions

Maybe Dioxine need to do somefing thith craft balance. Nightmare piloted by lokk'naars thith maxed reactions and multivectored thrusters in missles slots is nearly unvulerable dodgertank. Crafts thith heavy weapon slots too slow. "Tank" crafts is useless because too slow, and easily replased by "dodgertanks".

2. Have you checked her type and whether equipment is lowering her max? Also, is the weapon she's using training melee (check the Experience mode under ANAL)?
Syntmuscle suit dont affecting melee skill. Force blade experience mode: reactions and melee. She was recruited young uber, maibe youngs has slichter melee than castavay?

1) i need rail rifle for XG assault technology. Is this some kind of new weaon? And there i can find it?
2) I has gal that cant reach max melee skill 140, she stopped on 132. Is this bug?
3) What exactly is shakeup ceremony an how this works?

Guild Engineers usually carry wrenches, from what I've seen.
Also several G.O. in warehouse wars mission carrying wrenches too. Sometimes laborers on civilian traffic has it too.

Where I can find wrench (except interrogation)? It needed for researching workshop.

And,  if you looking Lokk'Naar scriptures - you may got it as loot in desert maps with rock buildings ruins.

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