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Messages - MemoryTAS

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16
XPiratez / Re: Bugs & Crash Reports
« on: June 01, 2021, 10:01:00 pm »
Roof? If you have a vehicle where you can get onto the roof or have things like grav harnesses, of course monster hunts are no longer a challenge (minus maybe the times you get hunters). I'm talking first couple months monster hunts.

17
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: June 01, 2021, 04:29:36 pm »
Not even a faction, only one enemy uses it and they show up in one specific mission:
Spoiler:
Dr Alpha of Syndicate

18
XPiratez / Re: Bugs & Crash Reports
« on: June 01, 2021, 02:17:52 pm »

And I'm not sure it counts as them behaving smarter if you're behaving dumber. Standing in the open in X-Com = instant defeat. If you don't end your turn with 0 enemy contacts, you've already lost.

I don't mean literally out in the open but at least if you venture from your craft there's a fair shot of being ambushed. And with the amount of enemies you sometimes get in monster hunt, getting 0 enemy contacts can be rather difficult.

19
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 31, 2021, 07:14:49 pm »
You sure of this? Because even with the TU levels on a Gal, or even a Syn, I find it nearly impossible to pull a grenade out, prime it, and then move into position and throw it. One of these steps usually has to be skipped, and it seems like the AI is skipping the "pull the grenade out" step, because he's totally visibly moving,  presumably priming, and throwing.
Depends on the exact location of the grenade in one's inventory. Different locations in one's inventory pay different TU costs. If you're pulling a grenade out of your backpack that will take a lot more TU than taking it out of your belt. Your belt is only 6 TUs and your backpack is like 20. It's totally possible to prime and throw a grenade and still have the time units to move some.

20
XPiratez / Re: Bugs & Crash Reports
« on: May 31, 2021, 07:07:05 pm »
The gate looks there to me. It's the same as the other identical enclosure next to it, the gate is the spot on the west side, yes? The spider could just head out the gate. It apparently chose not to, and that's why it is now a flaming corpse.

Nice shooting, BTW. You managed to somehow set just the spider on fire without setting anything else on fire.

As for how intended it is, well, it's a very random mapgen, and sometimes accessibility of areas can be rather impaired. ONE spider unable to zerg you probably isn't a big deal. Not that I've ever encountered monster hunts where enemies swarm effectively. They tend to just get confused and mill around in aimless circles going nowhere in particular.
Actually there were two spiders stuck, I just took a screenshot of the alive second one. The first I used flaming arrows on. I was unable to directly reach the position directly adjacent to the spider, meaning I couldn't squeeze between the barrels for whatever reason.

As for getting swarmed, it can happen depending on where craft is in relationship to most the monsters. They usually behave a bit smarter if you're out in the open as well.

21
XPiratez / Re: Bugs & Crash Reports
« on: May 30, 2021, 08:47:25 pm »
I'm well aware of how to reach the enemy (I actually just shot it), but the threat of early game monster hunt missions is their ability to swarm you, and they can't really swarm you if they get stuck like this. I'm not saying that there aren't worse instances, just that it exists. There's a gate in the fence but it's on the wrong side for this particular spider to escape. Again if this is intended that's fine but it doesn't feel intended to me.

22
XPiratez / Re: Bugs & Crash Reports
« on: May 30, 2021, 03:53:56 pm »
Not sure if intended but this spider is in a position I cannot directly reach. I assume it spawned there and cannot get out.

23
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 24, 2021, 11:46:55 pm »
You used to be able to but not anymore. Now they're gone for good, just like in vanilla.

24
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 24, 2021, 09:12:30 pm »
50 is the cap for psi skill for human units (excluding certain commendations).

25
The X-Com Files / Re: Real weapons overhaul discussion
« on: May 24, 2021, 05:45:49 pm »
Again, I really feel that if the AK47 is outclassed by the AKM in all respects, either the AK47 should be cheaper or the AKM more expensive. Granted, by the time you could actually purchase both, you will almost certainly be able to afford just buying AKMs but it'd at least give a sort of reason for them to both exist if only in-universe.

FAMAS, etc. I really don't have much of an opinion on. I can't comment on how much FAMAS matches up in terms of availability within the real world, but if the accuracies are different it's really up to the player to figure out which they like and which they don't like. Worst comes to worst you can just use auto-sell manager in advanced options to help get rid of stuff you don't like. Removing a gun because some people find it not very useful risks removing another person's favorite.

26
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 23, 2021, 08:50:48 pm »
You might be able to get one of the enemies early if Humanists do a crackdown assuming supersoldiers show up in such an instancce.. Not sure if that's possible but I've seen Spartans do them so Humanists probably can too. If they can, then it's not impossible but it is rather unlikely. It also probably won't come at a point where it's actually useful.

27
The X-Com Files / Re: Real weapons overhaul discussion
« on: May 22, 2021, 08:07:17 pm »
I don't mind having a good amount of variations but a fair amount of them are rather close in function. I don't think the L85 is really useless but I also can't say I really ended up using it. Maybe if I got more missions that fed more into its range I'd consider it a lot heavier but I didn't really get too many before switching over to primarily blackops, magma, and uac.

AK47 tho feels just like "I don't have any AKMs yet guess I'll just use this for now" and is completely obsoleted by the AKM. The buy/sell price is even the same between the two, when the AK47 should probably made to be cheaper if it gets completely outclassed.

I don't feel they're made obsolete by blackops right away even if blackops is better, they're still way cheaper than any blackops gear so they're arguably better for when you don't NEED the extra power until space requirements start eating at you and you have the budget to afford using the better stuff basically all the time.

28
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 20, 2021, 04:57:32 pm »
Registered my account so that I could say this: please don't.

At least to me, infiltration missions are quite fun, even if all we get is a different outfit.

In reality I play mostly for these unconventional missions. I always mod a few new items that make them a bit more immersive, and I wish I had the map making skills to submod some extra scenarios (like stopping an assassination attempt on a busy highway, or using jumpsuit camouflage to sneak into somewhere, or making my way across a minefield).
This post sounds more like a general "infiltration missions" post, when the post you're quoting is specifically about the initial UAC infiltration mission with cavemen disguises. I like the idea of infiltration missions as a whole but I'm not sure about that specific mission, since atm it is quite rough and doesn't exactly feel like it makes sense.

29
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 19, 2021, 11:03:48 pm »
It feels extremely underwhelming to me that the hybrid missions after defeating exalt are a total pushover by comparison. Not that they have to start out extremely difficult right away but even the equipment they use is 90% outclassed by the time you get to them. Only exception is the chempistols/guns and even those are kinda bad at range.

Also are you supposed to have to mass interrogate hybrids you find on like convoys, settlements, farms etc. to get new missions? I just recently (year 2000) unlocked the chemtrails mission and it's still an absolute breeze for me.

30
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 18, 2021, 05:11:58 pm »

There is a string, line 1006:

Code: [Select]
  STR_ALIEN_BIG_BASE_ASSAULT: "ALIEN COLONY ASSAULT"
Probably an outdated version?
I have the same thing and afaik am on the latest version (handcuffs are 1x1).

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