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Messages - psavola

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1
For what it's worth (very little I suppose), as a player I might be interested in playing a major mod such as XCF that has been balanced with this kind of setting. I'd expect a somewhat different gameplay experience compared to the typical settings with full pre-priming.

Though I might point out that there may be different kinds of pre-primed items that you would want to treat differently (for example a flare and a hand grenade/dynamite are probably very different items, with various smoke/dye grenades possibly in the middle). So the actual mechanics might need to be more complicated than this in order to provide the mechanics modders would actually need to make full use of this.

2
The X-Com Files / Re: CF-105 ARROW vs Greater Manors
« on: January 11, 2025, 02:39:32 pm »
I was puzzled by OP's suggestion that someone would consider using ARROW without STINGRAY missile launcher. But I suppose someone does.. and in that role I suppose it could be underwhelming.

In addition to dealing with the cults, missile-powered ARROW is also suitable for shooting down syndicate retaliation crafts (scarab and dragonfly) while LITTLE BIRD is too slow for them (not sure if it would have firepower anyway). So I suppose it's closer to MIGs at least with this respect.

3
The X-Com Files / Re: Promotion II... Now what?
« on: January 07, 2025, 10:40:32 pm »
I had explosives already. Also played for a bit since posting this and osprey is now being researched, guess having like 12-14 soldiers and 2-4 dogs would be useful for any HQ assault. Though I'm worried about one of the optional prereqs, briefly checked tech tree and they give impression of being overwhelming and relying on having the right missions and enemies spawned, so tl:dr; rng heavy.

Yes. For cult HQ assaults you really want to have 10+ soldiers and the rest of them dogs and rats (and/or a bat if you have managed to capture one). The balance varies. For example in BL HQ you will want at least ~5 dogs and rats to help in spotting and finding the lurking assassins.

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Sitting at over 1,7M, next month I'll already have the money to build it plus I have only 4 scientitsts working on unlocking this since there's no benefit in rushing it because I can't afford it yet. But It's not so much the cost of building and not even cost of hiring scientists for it, it's the maintenance cost. My budget will collapse into a black hole under the weight of std lab + its employess monthly upkeep.

It's totally fine to get 10-15 researchers the first full month and the next later. Your council funding will grow each month (as will usually also your monthly score) so a gradual increase is fine. I suppose in your difficulty level the funding might also rise a bit slower than usual (because there are fewer enemy units and loot you can get points from).

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Well, I have two bases, the problem is my helicopter range doesn't cover Australia and most of Indonesia and Osprey has even worse range than heli... Should I worry about it and build a third base? On one hand I don't feel like I really need it, on the other something tells me I'll have both red dawn and black lotus hq spawned in Australia or something... On a side note, on graphs noticed growing "alien activity" in Asia, so maybe I should build at least a minimalistic base with literally one hangar and maybe radar so I could at least know what's going on out there. But that's another over one miliion dollars down the drain...

Black Lotus HQ will spawn in Japan, the Root of All Evil mission in this jungles near Vietnam. As long as you can get into those locations with OSPREY, you're good.

Red Dawn HQ will be in the arctic area (the location varies a lot).

At this point in the game, alien activity most likely means a cult manor (or a mission spawned by a manor). If you see alien activity in a region, and you have no idea what it's about, send a scouting vehicle to investigate.

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Ooops, too late  ;D Factory is shut down. I approached at night (It spawned literally on North Pole so it's not like I could choose...  ::) ) Spammed smokes to come close to the building through open terrain, got lucky to wound a sniper in the window, killed guys rushing out of the buildings straight into my overwatch, lost a soldier due to sniper fire and another one was wounded. And that wound was crucial for winning the mission, because as I turned my other soldier to use medkit I spotted a coordinator with a minigun just chilling two tiles behind in a smoke... Even if I tried, I could not savescum an easier capture opportunity. And finally chased some tough leftovers in terrain with no cover and I swear they had infrared vision or something, it was a mess since my smoke seemed to work better for them than for me, many wounds but miraculously no deaths. Tl:dr; wasn't even that hard of a mission, guess it's for the better I saw your advice after it was already over lol.

Great. Your difficulty rating, good spawn location and good luck may have helped you. Especially red dawn is tricky, because there will be so much sniper and grenade fire unless you use explosives to take them down.

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Wait so how am I going to respond to invasion? Just keep my fingers crossed they land and attack on land, praying nothing else appears to shoot my osprey down en route?

You don't really *need* to respond to it at all, except by going to the landed UFOs. There is one single UFO you will need to shoot down in the entire game. The rest of it is optional and/or can be dealt with in some other manner.

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Ah yes, little bird indeed, not that arrow thing... Good to know, I guess I should maybe send one to patrol Asia or something.

ARROW is also fine to deal with the cultists. It also has better radar range for detection but its fuel runs out more quickly. AH LITTLE BIRD can seat two pilots (and give them pilot = combat training), so for training purposes it's preferable.

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Well I guess for me it'll be Red Dawn, because unlike with Black Lotus I'm now on direct path of researching hq and need no more rng to reach it lol. And I guess I'll keep my fingers crossed for proper dagon spawns to get to their hq and go for tftd stuff..

Just bear in mind that Red Dawn HQ may be difficult especially if you don't want to use extensive reloading. The mission includes armored cars and loads of enemies. The best bet is to get a lucky spawn and grab the alien communicator and RD memory card from the first coordinator you see and retreat from the mission.

4
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 07, 2025, 07:50:49 pm »
Thanks for testing and verifying the engine behaviour. A bit odd that you get more points out of live captures when you have the corresponding containment facility built versus when not, but there we go..

5
The X-Com Files / Re: Promotion II... Now what?
« on: January 06, 2025, 09:28:08 pm »
Hi everyone, I've been playing this mod for quite a while now and noticed that most tips that can be found online are "you need to get to Promotion II asap". Ok, I have it for quite a while... Now what?

First, you want to get 1) the explosives license and 2) all cult operations and OSPREY. Then uou want to get Promo III ASAP, which means killing off at least one cult and fulfilling one of the optional prereqs.

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  • I'm at the beginning of November 1997 and have two bases, but budget is getting tight - despite very good score each month, funding is giving me only 600k net income per month or so, everything's so expensive to maintain... Yes I do "sell" money cases and everything I don't need, that's why I can afford to still build/buy/hire stuff.

Money can be tight so you need to prioritize your finances. In early game, it's also very dependent on RNG (how many money briefcases, money bags, etc. you get).

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  • I'm researching standard lab - though I don't know why, currently using 25 scientists and while I could surely use another 25, that's over 4 million of upfront purchase cost, not to mention the hell of maintenance of such infrastructure.

You'll want to start gradually saving for building and hiring costs for the science lab even before you get the research.

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  • I have "cult operations" researched for everything but red dawn, but I have the right capture so it's a matter of (rather short) time, also got durathread factory location done so expect some sort of mission to pop up, hopefully it spawns coordinator so I could get to hq and terminate at least one cult. But what worries me is that I had "operations" for quite a while now and yet didn't get any new mission, it was always hideouts of the cults for which I haven't got "operations" yet. The only exception was Black Lotus manor that randomly popped up... I destroyed it but now I'm scared, because upon approach I detected vehicles coming out of it, I panicked and started building small radars in my two bases but it's not like I have anything that can shoot an interceptor or whatever they use down... Also makes me wonder how many more manors do I have around the globe which I don't know shit about yet.

It's really important to get all cult operations ASAP. You may even want to delay researching the rest of the cult operations until you have the officers for all of them (this is because researching operations stops cult safe houses, which could be a good source of income, and without osprey tackling even outposts can sometimes be challenging).

Cult operations gives you access to OSPREY. With OSPREY, it becomes possible to tackle cult forward bases and HQs, and other missions with confidence. At he point you get OSPREY, you should have two bases placed in a manner which give you almost full coverage to the countries the cults cover (the Americas, Africa, Europe, Asia, parts of Aussie).

It is risky to try to tackle Durathread Manufacturing plant without OSPREY. You probably don't want to bother. Though Durathread Manufacturing is an easier way to obtain Red Dawn Coordinator compared to Red Dawn Forward Base. (But Red Dawn HQ can be difficult.)

You don't need to worry about manors before promo III and before mid-1998 at the earliest. Your crafts will usually be faster than cult radar craft (until the manors get upgraded to tier3) so there is no problem with them.

You don't want to build any radars before that either; they are also a waste of money, because ultimately you want large radars, and the money is better spent on other subjects at this stage. All the important things will pop up anyway without radars.

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  • Been getting some negative events regarding zombies, should I research them? I have both a corpse and live specimen of standard, fat and that one that turns victims into zombies upon killing so I feel like I'm capable of doing something about it (oh and also damaged and intact zombie parasite, whatever that thing is), it's just that I have too little research time for everything between fighting cults and getting guns. Or maybe I should ditch cults for the time being and do something else entirely? For example I have lots of both dead and alive strange creatures lying around, or alenium awakening, or keeping on interrogating all sorts of prisoners etc etc.

You will need to focus on the cults and promo III prerequisites.

You will need to research zombies as well, but the zombies are not your #1 priority before Promo III. You will want to watch out for Zombie Infestation missions (especially the ones where the description says "major"). You will need to grab a live zombie infector (red one) to gain an important implant. But it can wait until you have OSPREY.

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  • Any downsides of just blasting all the cults away ASAP? Or should I keep some specific cults around for items/research I will need but won't be able to get once they're gone? Particularly worried about Dagon, since it's related to underwater stuff. Also researching alien biology so next time a deep one pops up in a ritual murder mission I'll have the means to contain it... Except so far I only had one such mission.

You can blast all of them away as soon as you are able. But especially for Dagon it is useful to make sure you unlock the underwater arc. As long as you have alien containment before the Dagon HQ mission, you're OK, because there will be deep ones to capture there (and by the time you get it, you have the research needed to interrogate them).

There are a few benefits you may miss if you're unlucky and terminate all cults ASAP, but nothing worth mentioning here.

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  • The direct trigger for writing this post was a -250 score event about 6 interceptors lost in Antarctica due to UFO. But... How could I detect and then shoot down an UFO, even if it had the courtesy to appear around one of my bases? Can UFOs even spawn in November? Is there anything I can do about such events?

Don't even try to shoot down UFOs until well into 1999. Trying to get crafts to do it is waste of money and hangar resources. The major downside is the aliens might retaliate against your bases and you might get a retaliation that is too difficult to handle. Just don't do it.

Sometimes there are early alien research missions already in 1997. But very rarely you can get into those in time.

There are some missions like "Military shot down a UFO" which are sufficient to get alien stuff.

You can shoot down cult craft though (like the ones spawning from the manors). You know them from their very slow speed.  AH LITTLE BIRD is the best early game craft for this.

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  • "Air" game (put in qotes since there are land vehicles in play, too), radar coverage and all that jazz. I have 6 hangars (3 in each base), one chopper and one humvee per base plus one base also has a sport car for fast reactions (though I feel like I should get rid of it, missions get too tough for only two people and it's been a while I've used it). And as mentioned eariler, two small radars being built. Should I start worrying about it? How could I expand? I have that chopper with "arrow" in its name researched that seems to be an interceptor because it carries only 2 people but lots of weapon mounts, also guess I could get a machinegun licence to arm my humvees... But wonder what good would a simple military car with a machinegun on top do against whatever these cults spawn from their manors which I can't even see. And again, budget is very tight and "air" game is definitely on the pricey side. And what about proper interceptors for when the aliens come with invasion force?

As said above, forget about air game except against cult manor, where AH LITTLE BIRD provides easy training opportunities by shooting down their craft a couple of times a month per manor.

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  • Water game - as I'm researching Dagon stuff and prepare for being able to build alien containment to get a live deep one, should I worry about it now? Like will I get some underwater missions I won't be able to do because I'll lack a submarine, diving suits and underwater guns? Or is it a problem for later?

You get submarine automatically and basic gear automatically. Just start preparing to research and build alien containment as soon as you are able, to be able to capture a deep one. You will need either a dagon sorcerer and multiple well-planned interrogations of dagon chosen's to be able to interrogate a deep one in any case.

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  • The one thing I'm confident about is squad equipment, I use mostly NATO rifles plus I'm researching black ops contact and their intelligent pistol so (I also have their magnum and normal pistol), I have a license for explosives, .308 sniper rifle, SKS (turned out to be a surprisingly good choice despite having access to so many solid modern firearms), that protective gear you get from Xenonauts history research etc etc. Or should I also be worried I'm falling behind? I dream about lasers or maybe at least advanced, experimental firearms this game has but have no clue how to reasonably get to them, let alone any more complex armor.

Your equipment sounds fine. The chances of survival improve already once you have armored vests and x-com bio enhancement.
Lasers are long way off.

You will want the explosives license though, in order to get grenades and indirect fire weapons. Especially against red dawn you don't want to shoot the cultists directly, because they respond with spotter/sniper mechanic with fire and grenades.

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  • Roughly when would I need a third base? And how the hell am I supposed to fund it with my money issues? And same question about eventually building a workshop and hiring engineers.

You want to have your first two bases placed so that you can cover essentially all cultist locations with first HELICOPTER and later with OSPREY. Building the third base can wait; getting science lab is more important. Science lab is IMHO also more important than workshop and engineers.

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  • What's the easiest and fastest route for Promotion III?

It depends on RNG. First you need to finish at least one cult. Then you have alternatives. Quite often for me it has been the underwater arc, essentially getting to the point of interrogating a deep one.

IMHO Black Lotus is the easiest cult to deal with. The "Root of all Evil" mission gives an easy way to capture the avatar. And HQ mission can be dealt with basically with dogs and camping tactics with rudimentary equipment.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 03, 2025, 08:33:09 am »
That's very strange, and very new. It's an unrecoverable and fixed weapon. I have no idea what is going on.
...Wait, you said HOLODRONE_WEAPON? Not STR_HOLODRONE_WEAPON? This is curious, as there's no such item in XCF. There was in some older instances, though. Better check for duplicates.

Looking at this, this might a problem at my end. As you said, XCF uses STR_HOLODRONE_WEAPON. HOLODRONE_WEAPON is (incorrectly) used in two places in the XCF hyper trajectory submod. Maybe that's pulling them in and causing the weirdness.

I am aware, although what exactly looks out of place is subjective.
Which ones you find out of place, exactly? Besides the Vampire Castle background.

Now that you ask, I went through most of them (browsing through the filesystem), and here's a list for consideration:
 - Backgrounds: CULT_BACKGROUND.JPG (though this is long established already and not a real issue)
 - Commendations: MEDAL_STATGAIN.png (low quality, style inconsistent), MEDAL_CARREER_MISSIONS.png (low quality), MEDAL_ALIEN_BASE_ASSAULT.png and MEDAL_AQUANAUT_CPAL.png (OK as such but strikingly different style than the rest)
 - Dossiers: Ding_Quadong_CPAL.png is the only one drawing. Some others are also abysmally low quality pictures, such as Ernie_Lloyd_Sabatka.png and Lo_Wo_CPAL.jpg, but these could be argued to be intentional (the researchers were only able to obtain a bad image of them) - it would still be really cool if some of the worst quality ones were to be replaced.
 - Slides: Cyberdrednought.png is a bit cartoonish and also a bit strange (smoke coming from the pipes as if it was the Titanic from 1900?)
 - UfopediaTechPics: AlienIncursion_CPAL.png (why is this with so strange pink colors, a bit off anyway?), alienneuropsychology.png (the alien especially looks very weird here), ChurchOfDagonRationale_CPAL.png (see above, not really a big issue), CyberwebMystek_CPAL.jpg (really bad quality), fusionexplosives.png, fusionweapons.jpg (maybe), GreenGoo_CPAL.jpg (this is what I was originally thinking about when I said cartoonish out of He-Man), HunterHunted.png (maybe, but ok as such I guess), Hybrid_Agent_CPAL.jpg (a bit inconsistent with the more recent hybrid images), ImprovedUndercoverOperations_CPAL.jpg (OK as such but a cartoonish style differs from the rest), opticalprocessor.png, ResidualPsionicArtifacts.png (OK as such but to me seems a bit off), UNIT.png (a bit off-style but OK as such), xcomagents.png (a bit off-style), xenonauts.png (a bit off style maybe).

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2025, 04:32:16 pm »
If you don't have ghost tank, you won't see live captures at debriefing. You should see something like "there's no containment, so perp is dead". In new battle it's treated as if you have empty base, thus no captures (probably configurable through editing new battle related save).

In such case, the engine should check whether any of the bases has applicable containment - maybe it does (recalling my earlier games where this was the case).

If you do have a ghost tank on some other base, you see the live capture and can transfer the ghost to that base. You see the message about entity degenerating after that, IIRC.

This would logically explain the behavior I'm seeing. Except the curious case why stunning hotkey CTRL-J does not work on ghosts in debug mode (or is the engine again too smart for me?).

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2025, 03:39:14 pm »
No problem, I'll make more tests later.

I was suspecting I might be hitting the same or similar issue in Night at the Museum mission. So I tested it there and took a save when dealing with the final enemy unit, saurian ghost:

- stunning him (resulting in four squares ZZZ's) with two hits of a power mace does not give you a live capture (should it?)
- ending the mission with MC also does not give you a live capture

Note that I don't even have ghost tank researched, let alone have one built, but I don't think that should affect whether you should be able to at least see the live capture (though you can do nothing with it). In earlier games I have usually had ghost tank build on a secondary base and been able to transfer ghost units there from mission debriefing screen.

Also in debug mode for whatever reason the hotkey CTRL-J for stunning all live aliens did not work, it displays text "Deploying Celine Dion album" (neither CTRL-ALT-J), but CTRL-K for killing works.

I wonder if this is some kind of stunning mechanic issue or related to the way how ghost units are defined.

I got around to testing this hypothesis with a New Battle of Haunted House, where there are stunnable humans and ghosts both. CTRL-J works for humans but not for ghosts. In this second save I didn't manage to manually stun a ghost (and then kill the rest), but on another having one go ZZZ also doesn't give you a live capture of the ghost.

At sometime this must have changed somehow, as I have clear memory of transferring poltergeists and ghosts from mission debriefing screen.

9
The X-Com Files / Re: Plot cost-benefit ranking (light spoilers)
« on: December 31, 2024, 11:15:06 pm »
Well warning about sectopods would be nice...that thing solo base assault and I have nothing to stop it. Y, I've been lazy with tech switch to lasers, nothing required it until MiB assault my base with all kinds of units I've never seen before...second most deadly trap for newbiew I guess. Maginified greatly to me personally by my "no explosives" policy.

Yes, it can be tough unless you are prepared and know how to deal with MIB sectopods. Various ways to deal with them:
 - EMP mines (also allows live-capture and repurposing as your own)
 - laser sniper rifles or other very heavy lasers, may require two shots
 - with good RNG, gauss sniper rifles can also one-shot them
 - with a decent RNG roll, a tritanium shrapnel rocket will tear one (directly hit) to pieces, and with a good RNG roll even more than one (you can kill half a dozen sectopods hanging out at the hangar with a few rockets)
- with non-mib sectopods, the best strategy is mind control.

One big challenge with sectopods is that they have 80 % thermal vision, so smoke is useless against them. Therefore it is easier to deal with them during night time.

You probably shot down a MIB craft to trigger retaliation. Otherwise they typically won't attack your bases (though starting month 35 there's 7 % chance). Though you will have to deal with the same Strike Ship and sectopods at some point in any case to progress in the game. However, you don't need to do this in your base.

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 31, 2024, 07:09:27 pm »
In mission debriefing, each holodrone corpse or live terrorist also yields you some undefined HOLODRONE_WEAPON with zero cost. I guess this is an oversight.

I was also a bit surprised to see an Alien Domination mission, with Gazer on an Observer craft. There were only two gazers present, and almost a dozen holodrones. I suppose this might be intentional. A bit surprised because other alien races don't bring terror units along with this craft. So this could very well also be a bug in defining alien ranks.

11
I think what the OP was referring to was missions that have fewer enemies, including leaders and commanders you need to capture to unlock the next level of missions. If there is only one and it gets killed, you're worse off than with, say, superhuman, where you might have 1-3 of the same enemy leader/commander type in the mission.

I guess this could occur a couple of times with the first four cults, but I doubt its impact on the timeline is all that significant - also because the start of the invasion is usually rather slow. If the RNG is favorable to you, you can complete the whole game by the end of 1999, I think.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 31, 2024, 08:26:41 am »
P0 doesn't have any landing in its definition.

Thanks. It seems I read the ruleset reference wrong so this is working as defined to the engine. Zero in the second one means ground, not the first one.

From mod design perspective, it's rather strange a diplomacy mission that doesn't even land, though.

13
The X-Com Files / Re: The X-Com Files - 3.6: Exotic Energy
« on: December 31, 2024, 06:13:30 am »
Just an observation, not really a bug. Especially when compared to the really cool new images (probably created with the help of AI), some of the older ones strike out as inconsistent with the style. I'm thinking of cartoonish pics out of He-Man, like the one in Vampire Castle and some others, if I recall, in follow the Zombies.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 31, 2024, 05:50:27 am »
I saw a very rare Alien Diplomacy mission with hyperwave decoder. My six bases with a hyperwave decoder in each cover essentially all the globe with only a few parts of oceans left out. I was expecting the envoy ship to land, but it just flew around a little bit and then despawned over the Indian ocean near Australia.

This was confusing, because looking at the rulesets and P0 ufoTrajectory, if I understand this correctly, it should have landed twice (the waypoints beginning with zero). Do the aliens sometimes abort the mission they are supposed to undertake before completing it? I wonder what was going on?  If the envoy ship had been following the ufoTrajectory, there is no way I could not have spotted it using hyperwave decoders earlier.

  - type: STR_ALIEN_DIPLOMACY
    points: 0
    raceWeights:
      0:
          STR_MIXED: 100
    waves:
      - ufo: STR_ENVOY_SHIP
        count: 1
        trajectory: P0
        timer: 12000

....

ufoTrajectories:
  - id: P0
    groundTimer: 3000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 74]
      - [0, 1, 28]
      - [1, 1, 47]
      - [5, 2, 100]

Not sure if this debuggable at this point as I didn't keep a save while this was occurring, but looking back at the save, I can see the following (the only mentions of diplomacy or envoy ship):

  - 'month: 29 script: alienDiplomacy id: 613 type: STR_ALIEN_DIPLOMACY race: STR_MIXED region: STR_INDIAN_OCEAN targetZone: -1 targetArea: -1'

  - 'gameTime: 1999-05-22 10:00:00 ufoId: 305 ufoType: STR_ENVOY_SHIP race: STR_MIXED region: STR_INDIAN_OCEAN trajectory: P0 missionId: 613 missionType: STR_ALIEN_DIPLOMACY'


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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 31, 2024, 05:36:15 am »
"Sectopod Adaptation" depends on, among others, Sectopod i.e. live-captured sectopod. But you can gain information also from an alien engineer without ever seen, let alone captured a sectopod.

The start of the description is as follows: "Having thoroughly studied the Sectopod, we have a fairly good idea on how to repurpose its chassis for our AI units."
I suggest rewording this to be more general, like "With our in-depth knowledge of the Sectopod, we have ...".

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