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Messages - X-Man

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256
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 23, 2019, 03:07:49 pm »
I've captured tritanium ammo for BlackOps weapons from MiB unit, but still have no option to research it. The same situation was when I was playing 0.9.9d. Is it bug or a feature? :o

257
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 22, 2019, 11:03:15 am »
On average. The final time will be between 50-150% of that value, as per game mechanic.

Now I got point, thank you very much!
So long time I've been playing the game and noticed this feature only now... Crap :-\
This info will help me to optimize scientists' assignment along projects.

258
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 22, 2019, 09:38:08 am »
FYI, see https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Basescape/TechTreeViewerState.cpp, starting at line 267
Code: [Select]
// Cost indicator
{
std::ostringstream ss;
int cost = rule->getCost();
std::vector<std::pair<int, std::string>> symbol_values
({{100, "#"}, {20, "="}, {5, "-"}});

So, if I have research with ##### and 40 scientists the research will be completed at 13 days about?

259
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 21, 2019, 07:26:18 pm »
Compare the symbols to the reasearch costs listed in the research.rul - voilà, there's your answer.
I found it, thanks. But still cannot understand, wtf is this! :o
Whay is 'points' means? And 'cost'?

260
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 21, 2019, 06:04:48 pm »
Guys, can someone decrypt these mystical symbols for me?  :D
I heard that they display some kind of research length, but I haven't found any true info about that.

261
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 18, 2019, 03:22:22 pm »
Mission "Cyberweb Heist". When my craft had reached destination point the game was crashed with following error.

262
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 14, 2019, 08:16:16 am »
Looks like Iceland can spawn with a funding level of 0, which I think would preclude you from ever getting any funding from that country since funding increases are based on a percentage increase. I know they're a poor nation, but it is a little sad to have a game where they can't ever contribute anything to the global defense effort.

But they have the Eyjafjallajökull! That's more precious than money :D

263
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 13, 2019, 08:51:31 am »
What about weapons? Theres so many early on.

Pistols. Good pistol for the rookies - Beretta (average accu with lowest TU-cost for snat shooting). It's usable till you research BlackOps pistol. Default Magnum is not bad for the beginning (against big targets with low armor and high HP). BlackOps pistol is the best. On mid-range combat its more effective than most of rifles, except UAC rifle.
SMGs. As for me I don't use most of them. Well, if you'll be lucky you can obtain P90 - it is the best (ignores 20% of armor).
Rifles. All of them which use 5,57 caliber bullets - ignores 10% of armor.
Sniper rifles. Well, it's simple - use the most damageable, but remember about accuracy modificator (give them only to that soldiers who have accuracy 80 or higher)
Chainguns. Well, as for me I don't use them except Minigun - it's useful on high populated maps (cult outposts/bases/HQs, Apocalypse).

264
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 11, 2019, 08:51:18 pm »
Can someone answer me some things?

What exactly does "Training" do?, what does healing spray heal exactly? And how long for agents to usually recover back to max stats?

1. Training at gym (see yor starting base). There your soldiers will increase their stats  (max. training stats are limited). You can also train your dogs there.
2. Spray heals critical wounds as normal medkit, but with it soldier can heal HIMSELF without help from others. Its emergency help in critical situations. You'll be able to buy big sprays in future after research. They are rather expensive for early period of game, so use them carefully.
3. If you mean health recovery rate, so healing time depends on buldings: biolaboratory and hospital (after you'll research each of them). Without them health recovery rate 1 hp per day. With them 2 per day.

265
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 10:31:11 pm »
Explain how exactly? The only way you can get your soldiers killed is by 1) reaction fire, which is often only lethal on base or alien missions, or 2) passing the turn (when in visible danger or a monster hunt).

This mod has a few very hard missions but many of them are perfectly safe. I can't really imagine how you guys get by without all that exp. My capped agents who've never been on unsafe missions are a godsend.

Also there's like no lose condition for the first half. Why would you play on anything but superhuman?

There are a lof danger situations at pre-invasion stage of the game. Danger is depend from drop point of your craft. You could land and be surrounded inicially, and nothing could be done exept abandoning such mess. Hunting for aliens with 4-5 units in kevlar and with Glocks is a roulette. Moreover, there could be a few UFOs in befofe 1999 year (Godlike random). For example, in my current campaign I'm in october 1998 and I had before only two UFOs landing in early 1997 , which were too far to rich them by cars (they,ve just fled away before I got them). Thanks to random I've catched a roaming group of 4 antropods, so I was able to reserach and build alien containment before 1999. If you are so lucky to assault UFOs so often to gain exp and loot from it... Well, you are goddamn lucky, man! :D

266
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 06:25:37 pm »
There's no such thing.

If you manage to capture a Sectoid corpse in the first 5 hours of the game, that can be a huge boon to research. If you lose 3 rookie agents on average and get one plasma gun, the missions are pure gain as you can buy 5 rookies with that money. UFO missions are absolutely worth it at every phase in the game.

But more than that, it's best to send a crew to EVERY mission. Even if you plan to abort on the first turn, the experience gains from even getting a single kill is very high, and aborting a mission is instant. ALWAYS send a squad to a mission if able. Only exception is the missions with no evac, if your chance of survival is particularly low. Meaning beach, party, snow, etc. Participate in every mission (except those), abort up to half of them if you need to.

That's a biiiiiiig roulette, man... If you are not playing on the beginner difficulty, of course ;)

267
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 04:37:24 pm »
I read your answer and understanded that it’s too early for me to launch UFO missions. Thank!
I follow the forum, read the changes in the versions, periodically start playing this wonderful mod, play for a while, and then switch to some other game. Vicious circle )

Nothing else is worth your attention except X-Files ;) This mod totally catched me.

268
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 03:48:07 pm »
Yes, I think so too, thanks.
But so far I have only 2 bases: in Europe and North America, and the last base is still undeveloped. I want to save up money for the Biolaboratory to add scientists and study special projects. Therefore, I have stress with money.
I like missions with Zombies - they are quite easy to kill, their corpses are quite expensive and this is a good source of income.

Sometimes small UFOs fly, which land for a short time. But I was afraid to get in touch with them, because I’m still underdeveloped ...
Or maybe they are not so scary and you can send a mission?

Well, it depends of difficulty and your tactical mastery. I play on superhuman and If you ask me, I'd recommend to skip them until you can send at least 8 well-trained agents with ceramic armor and weapon with 30 or more damage (good tactics - 3 snipers (100+ accuracy) with sniper rifles (to make one-shot kills in open space)/ Keep in mind that 3-4 aliens will be waiting for you inside of UFO, so take a 2-3 of your men with shotguns (CAWS is the best). Other units just for scouting and providing squadsight. If you are not confident, just skip them and wait till you get large craft like OSPREY with large team.

269
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 02:18:20 pm »
I'm understood, thank you!
Will I be able to generate income in the future by producing something in the workshops?
Because right now I have hired 3 engineers so that they open the boxes with weapons and ammunition (an interesting idea).
But I have nothing to produce for sale.

Of course! Producing in workshops will become main source of money. It would be a good strategy to build one base for industrial specialization with 2-3 large workshops. It's not only profitable but useful for urgent producing of something big like aircrafts.

270
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 12:10:16 pm »
Comrades, tell me, please:
1. If I sit down, will it be harder to hit me?
2. If you hide behind a tree or other object, does it somehow affect the probability of getting into me?

In my humble game experience (IMHGE):
1. No. It's just increasing your accuracy. This also decreasing your height, so if you have appropriate obstacle ahead, your unit will be lost in sight.
2. No. If enemy see you, his accuracy does not change, but I think that elevation do. If you are upper than enemy (on the hill, for example), he has lesser chances to hit. The same is for your soldiers.

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