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Messages - tarkalak

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61
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 08:20:52 pm »
Enforcers have NV 11, too. And you did say 'soldiers'.

I meant general enemies.

62
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 12:53:53 pm »
Liquidators have NV 12.

Yeah, but they are a minority.

63
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 11:45:59 am »
I am also surprised you managed to pull through after clustering for a while. You were about one explosive away from a catastrophe for some time. I guess being so close to the outer walls was a boon?

How much did you lose in that pile of equipment, anyway?

While only Enforcers and Liquidators have Sniper, pretty much everyone has spotter. My worst experience of being sniped came from a bunch of Enforcers and Liquidators opening up on me from one of the old mansions/bases, with pretty much everything, despite smoke and attempts to distance myself. It doesn't really matter if the shots have a 95% chance to miss if the enemy shoots you 50 times with machine guns, rifles on auto and explosives.

This is coincidentally why I'm so soured on the sniper/spotter mechanics, because they don't really gel with how enemies spot and 'remember' your units.

I was in the dark, so only enemies with Sniper can shoot there. A lucky Exaltee with High Explosive would have killed some, though.

I was afraid from soldiers in the top floors near me. They can spot me from 9 tiles, If I keep further than that, I would be fine. Grenades and Grenade Launchers don't have that much power to kill higher health soldiers.

I don't know. There was that 50 000 dollar rifle with unpronounceable name, but strangely the $12 000 magazines survived. UAC Rifles are 40 000 each and I lost a few of them. Also all the UAC Rocket Launcher ammo. And 3 Nobelons and two Taser Cannons. I lost one of the Dart Rifles, but not in the explosions. That was because I couldn't drag it and the soldier with me. The rest is Medkits, grenades and overall stuff that is easily replaceable.

Over all I spent about 200 000 to rearm and am now about broke. I think I will sell the remaining Plasma weapons from the UFO. They are unresearchable for a long while anyway.

The Osprey will not have enough range to hit that Manor so I will need to build another base in South America/Africa for that. I need about 1.5 million for that and 20 days for it to be operational.

64
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 09:14:34 am »
I am actually surprised you managed to 1/2 survived that attack on a mansion. Mansions are challenging even with OSPREY on lower difficulties, and you used Dragonfly with rookies wielding pistols... To be honest, I was morally prepared, that this would be the end of the playthrough.

The Rookies were some middling agents actually. The third of them, the Japanese name one, was actually fairly strong agent.
They are there to take shots.

This wasn't even half the top agents on this mission. I have 4 on the Van and 5-6 more in the Sick Bay. I was close to making it through, I think. Most enemies don't have Sniper, only Enforcers and that Soldier type.

So you have you storage problem solved. Did the cultists blow up your pile of guns in front of their mansion? Checked the screenshots but didn't figure that out.

Yes, the pile of guns is on the far right if the deployment, in north west of the statue. Main issue was the loss of extra Medkits actually.

65
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 09:06:14 am »
Outcome of the mission.

66
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 08:53:27 am »
Next mission is a short rumble in the Safehouse. I reported it in short, because I am a bit tired of GIMP and it isn't that much of an extraordinary mission.

After I research EXALT Operations, we are done with safehouses.

67
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 13, 2022, 09:10:37 pm »
Is the "Call of coding" supposed to be given by Maids?

Aren't they more into dusting high places with minimum dresses?

Or I am missing some Maid science that isn't taught in Housekeeper college.

68
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 13, 2022, 06:59:39 pm »
Outcome and next steps.

Cool, I am finally done with the battle from over a week ago and can finally play again. [Technically I was at a conference last week so no way of doing anything]

By the way, if you notice a post that is 1600 wide or so, please tell me about it. I do scale them down, but I tend to have terrible memory. I mean, I was about to ask you something about the images, but, uhm, what was it? Something about resolution or so.

69
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 13, 2022, 06:35:48 pm »
Turns 10 and 11.

We take more losses, but we get the final obstacle to the road to Greatness. The Enforcer and Exalt Operations.

Next time we will come out with double the agents and destroy this place.

70
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 13, 2022, 05:03:48 pm »
Turn 9.

Things don't start looking much better. I think I have killed more than half the opposition, but without more medkits and running out of Shieldmaidens I should retreat.

71
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 13, 2022, 11:55:58 am »
Turn 8.

My Storage problems are solved!

The good news is I have enough ammo to finish the mission. Probably. The bad news is I don't have any more reserve medkits.

I should grab an Enforcer and run probably.

72
btw if bleeding out enemies is too easy there is way to prevent it, you could add script that will have 10% chance to heal one wound per turn.
This mean one wound on average will do 10 damage, 2 wound will do 30 damage, 3 will do 60 damage etc..

This could even have interesting game play consequences, medkits become less critical but you will pay for it by lot longer hospital time after battle.
Not mention that will be small chance that bleed do not stop and unit will die :)

Couldn't you make it run only on enemies?

They are the ones who have no access to medkits.

73
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 12, 2022, 07:53:12 pm »
Turns 5 and 6.

Are they starting to thin out?

74
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 12, 2022, 07:00:52 pm »
Turn 4.

I think I am halfway through the battle now.

75
Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 12, 2022, 02:21:51 pm »
Turn 3.

I lose the first Cave Girl Curse test subject.

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