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Messages - nicedayright

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31
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: June 26, 2022, 12:14:30 am »
Doesn't seem like a bug so much as a feature of the engine. I'm guessing successfully all reaction checks for a given movement are resolved *before* any of the attacks from those reaction checks are assigned. So all the gals that would have swung get credit for reactions training even if they never got the chance.

There was a successful reactions check there, so it seems legit for the purpose of training.

32
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: June 24, 2022, 08:09:30 am »
While obsessively optimizing my early game I discovered an interaction I'd never noticed before.

When counting mission participation for xp gain, just making a reaction check is enough to flag a gal for advancement, even if the action did not resolve. For example: an enemy unit walks into melee range of multiple gals with tu's left for reaction. Even if the first gal to swing downs the target, all the other gals also gained xp despite spending no TU's and landing no attacks.

Been taking advantage of that when I'm trying to make sure every gal on the mission gets to improve even if there's not enough enemies to go around. 

33
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 19, 2022, 08:35:26 pm »
How viable is it to add a *mothball* manufacturing task to turn a craft into an storage item (and then presumably that item back into a craft)?

It seems like it would give you a bit more leeway to try out all the new crafts in the early game if you could swap them out at the cost of some vault space and runt work instead of taking up a hangar.

34
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 02, 2022, 07:22:26 am »
Yeah, just got one on December 31st 1996. Obviously I need to purge the files to.

35
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 21, 2021, 08:59:22 am »

While you could argue that such lights should be toggable, the engine doesn't allow for this.

But having a workshop project to modify a craft to have its light off is... uh... questionable.


Could I make the argument for removing them entirely? If the engine won't let us pick between one and the other, I'd argue it makes a lot more sense in general to *not* illuminate your own troops in a hot drop landing zone at night.

36
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 20, 2021, 05:29:12 am »
What a lucky aim! In my experience autofired bullets do not hit a tile where an enemy fell, they fly pass it, at some height.

Well I was above him aiming down, so that might have had something to do with it.

I was extremely worried about getting The Thing homage mission pre-promotion III, but it turns out OICW grenades work just fine.

37
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 18, 2021, 08:16:40 am »
Thanks, that's what I was wondering.


So apparently, killing downed enemies counts as a separate kill for the purpose of commendations. Got the Ice-Cold killer commendation by downing and then killing a werewolf in one burst of autofire. It was the only enemy on the map.

38
The X-Com Files / Re: What is the benefit of Olympians?
« on: December 15, 2021, 09:45:20 pm »
IDK, all three of those sound pretty damn worthwhile.

39
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 15, 2021, 09:44:34 pm »
XCOM lore showed us there will be governments, who will completely succumb to the Alien Agenda. Look at whole continents and islands today becoming totalitarian in a way that suggests that aliens are now mass-texting the governments, what dictates to make, what tyrannical mandates to do.  So any country lost to the aliens could and should organize raids on XCOM bases.
Even governments that are in the process of being taken over could command a couple eager generals to organize Black Merc Ordinator Raids on XCOM bases citing ANY reason. They don't really need a valid reason: illegal trade would be as good an excuse as any. Or "Ooh! You are hurting our Holy Space Brothers! Die!"

Not really sure it's worth it just for yet another slog through bullet spewing human enemies we've fought a few dozen times already. As far as I understand the code, this would require making a whole new "Alien Race" of hostile government troops, giving them an early game Base Assault condition and then never using them again. Granted, you could reuse a lot of assets you already have, but I'd rather not beg for even more of the same early game gunfights (It's a base assault, get ready for 30 plus turns of peakaboo). Especially if it takes away time that could be spent adding more of the planned content or polishing what's already there.

Not to mention the immersion fuckery surrounding why you have an underground base prior to promotion III. Yeah, you're a side-office underfunded government agency sending out agents with Berettas and cheap suits. By the way, here's the keys to Cheyenne Mountain. First base assault shouldn't happen until it starts making sense for you to have secret underground bases with actual hangars and elevators to the surface rather than second-hand offices and rental cars.

Base assaults were always the gut check "shit just got real" moment in XCOM. Where you had to face serious campaign ending consequences if you couldn't defend what you'd rightfully stolen. Throwing them at you early game just cheapens them IMHO.

IN OTHER NEWS.

I actually just wanted to ask about the math for stun damage. Just researched the KS-23 shotgun to find its stun ammo does LESS base damage than a standard shotgun's (22 vs 25). The only other way it differs statwise was 15% more HP damage. Does HP Damage Multiplier mean a percentage of the base damage is dealt as HP instead of stun or is it dealt in *addition* to the state base damage. So a 22 damage baton round is doing 11 stun and 11 hp damage (RNG dependant, obviously) or is it 22 stun and 11 hp.

40
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 14, 2021, 11:39:15 am »
I think the justification for that was not wanting to clutter up an already complicated system with further complexity.

41
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 13, 2021, 08:35:17 am »
being real, I hate craft lights at all.

42
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 13, 2021, 05:56:21 am »
Illegal Trade in The X-Com Files
I have an idea:
I think the governments should sniff out that you are dealing on the black market with [highly] illegal goods. Then the governments should organize a raid on the XCOM-base citing laws forbidding illegal combat-drug/weapon/stuff trade.
An initially inconspicuous government gunship appears on radar: it does a few turns as if searching for something, then heads to your base to carry out a full raid. Your base location was easily spotted by the government using GPS trackers placed into those illegal shipments, which dealings of yours undercover investigators were following for some time..

I would really prefer this doesn't happen. I think the legal complications of buying from unauthorized arms dealers are quite well represented by the score penalty you get from the research. The score penalty is just the political capital your sponsors have to expend to deflect any uncomfortable investigations headed your way, just like they do with all those farmers you accidentally murder. Having to code in a whole new faction to execute base assaults based off that one criteria sounds like a disproportionate amount of work just to make a fun tech-tree branch off less viable.

Besides, who is raiding XCOM HQ? Interpol? The ATF?

In other news, I was just here to say how much I love the soundtrack for the Asylum mission.

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 13, 2021, 05:22:42 am »
Got an arctic hills mission where you can walk through the side of the hill and into the cave inside. Walk Santino Diaz here one tile forward and he clips right through the mountain side and falls a level into the cave.

44
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 11, 2021, 11:52:41 pm »
Thanks, that's about what I thought. I just wasn't sure if it was an oversight or some bizarre design choice.

45
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 10, 2021, 10:06:05 pm »
Can we revisit ammo availability on some of the early game weapons? I can get access to several 5.56 rifles through cult arms dealers but I can't buy ammo for them until I get specifically the M16 and EXALT operations. I have complete confidence that I'll find an enforcer *any day now* but it would still make more sense to unlock 5.56 clips with any of the acquisition techs for a 5.56 rifle.

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