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Messages - Dreams_Of_Cheese

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Brutal AI / Re: Brutal-OXCE 8.3.4
« on: April 13, 2024, 08:15:53 am »
This may not be the correct place to ask, but I'm curious to know if you have any interest in a stealth line of sight button? I find it really difficult to use stealth armors in the mods that include them because I don't have a clear idea how my character's visibility is being affected. It's especially noticeable in mods where enemy line of sight is extended, like XCF. Does it sound possible to use the same color-grading function to mark out where my character is visible/invisible?

The X-Com Files / Re: FR: Bonus points for finishing a mission in one turn
« on: November 16, 2023, 09:05:32 pm »
If that's not possible, then maybe a commendation for all agents that participated in the "exercise".
This would actually be really nice lol. It's a little demotivating setting up for a mission and then all your preparation turns into one soldier getting +2 FA and energy.

XPiratez / Re: A thread for little questions
« on: August 08, 2023, 09:29:23 pm »
They should be in the inventory menu when you load out your ship. If they are not, drop a save here, they might have bern lost in the change of hounds to named hounds.
Nope, that was exactly it. I didn't realize it worked that way.

XPiratez / Re: A thread for little questions
« on: August 08, 2023, 07:20:03 am »
Hey, I've recently gotten tamed werewolves but I'm confused about what I need to do to actually deploy them. They don't appear in my craft menu, and they take up space in my animal storage. Is there actually a way for me to take these on missions, or are these strictly hideout guards?

I recall from years ago that the gym facility used to be much stronger than is now. It was good enough that I kept a training base with a few dozen rookies and several gyms so that I'd have a decent pool of replacement soldiers to pull from as casualties got more intense. I understand wanting to avoid this kind of strategy for the early game, but I think there's probably room for an upgraded gym, maybe reliant on alien medics or similar research so that you'd only get it post-invasion.

The X-Com Files / Re: Speedislife's XCF-run with Brutal-AI
« on: May 15, 2023, 08:28:53 pm »
XCF on Brutal AI works in like, 95% of cases. Certain mission types, particularly cult HQ missions that cap off those storylines, have over 100 enemies. When the AI is smart enough to remember where the player is and actually push into them, it's basically impossible to get out of the spawn rooms.

Playing Superhuman on XCF is pure ego, IMO. Adding extra enemies to the missions does very little to fill them out since they're already pretty populated already. And XCF is very forgiving of failure, since past a point you stop having to worry about money, and you can definitely play money-efficient if you know what you're doing before that point. You can 100% play it out in almost every circumstance; the penalties for not completing cults "on time" are minimal, and even with really good RNG and strategic-layer play, you weren't going to be prepared for the impending alien invasion.

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 26, 2023, 11:11:35 pm »
Also, quick question from someone who's been out for a while - does reduced vision from night affect human opponents?
It does, but as I understand, the AI is given free vision of your soldier as soon as you hit one of them with your guns. You can avoid that with grenades, but in general the night time advantage lasts only as far as you can choose where you start the gunfight. This combines with sniper/spotter mechanics to give vision to a Lot of enemies with certain factions.

The X-Com Files / Re: How does Air to Air work?
« on: February 23, 2023, 09:44:33 pm »
So at this stage of the game, enemy air will only every spawn out of a cult manor. You can detect these by noting where the aircraft appeared at, and then moving your vans (which are undetectable) to different cities in the area and patrolling them there a couple hours. Once you do that, a radar range will appear, and then it's just a matter of not flying into it to protect your transports.

You certainly could send out escort aircraft, but I found that the helicopters are really only good for destroying cult convoys. Your opinion might be different, though. If you want to take down a fighter jet sent after you, you're going to need to research a jet for yourself.

It's a worrying sign that you're at the stage of the game where you're using a dragonfly and cult manors are sending jets. That could be a sign you're falling behind on your tech progression, so hopefully this is the only manor at that level. Manors have three levels, where the first has car defense craft, the second has helicopters, and the third is jets.

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: February 15, 2023, 09:22:54 am »
This feels like a question that's been asked, but I can't find it on the search. I'm trying to make a particular gun function as a gun and as a flashlight just to ease inventory management a little bit for night missions. Is this possible, or am I bumping into an engine limitation or something?

The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: December 23, 2022, 05:56:19 am »
I love the Osiron Hacienda mission. It scratches the SWAT-y breaching a fortress gameplay I think that the early cult stuff lacks. Super good mission!

I ended up getting a Mrrshan Rifle out of it, which is the first time I've ever seen one. It seems like it has no prerequisite researches to manufacture and use, so I suppose my question is firstly is that intended? And second, where would I have found this weapon in normal gameplay? It's a pretty nice upgrade -- pulse rifles before the invasion even starts without selling my soul to MAGMA.

The X-Com Files / Re: The X-Com Files - 2.7: Spectral Entities
« on: November 29, 2022, 07:29:12 pm »
Would you consider creating shield variants for later armor tiers than the armored/alloy vest? I was recently thinking about how one handed weapons fall out of usefulness outside of covert missions and a couple other edge circumstances. I think it would be fun to be able to run breacher units past 1999, particularly once personal armor becomes relevant.

The X-Com Files / Re: X-Dimension ground texture
« on: December 08, 2019, 11:30:29 pm »
I agree, it's very difficult to look at. Usually I turn on the night vision mode, which makes it a little more bearable. It's just too bright, IMO.

The X-Com Files / Re: Stunned Citizens
« on: December 05, 2019, 01:22:39 am »
I'm reminded of SWAT 4's civilian mechanics, where to get the best score possible you had to go in and handcuff everyone, hostile or not. The rationale is something like how you never really know who is and isn't a threat or a suspect and letting them go free mid-situation could lead to a lot of problems. Even though XCOM isn't doing exactly the same thing as portrayed in that game, I think it'd be a mistake to penalize that kind of behavior.

The X-Com Files / Re: Stuck and unsure what to do next...
« on: November 22, 2019, 09:55:49 am »
The only relevant timer is aliens appearing in January 1999. Promotion 3 unlocks interceptors, among other things. If you're on Nov1998 then you're definitely behind schedule, although with your money you're probably going to be alright. One of the paths to Promo 3 is completed by researching Alien Language and by interrogating an alien. This shouldn't be too hard once they start appearing in numbers, and your stashed millions should convert nicely into new equipment.

The X-Com Files / Re: APCs
« on: November 06, 2019, 12:50:42 am »
Certain cult missions (Durathread factory, HQ assaults) spawn in predictable locations, so having a base with a hanger and living quarters to transfer the mudranger to is viable. It's pretty expensive, but bases like that can transition nicely into anything you want later in the campaign.

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