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Messages - psavola

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On an unrelated note, I'm not a big fan of the BO auto sniper. I've been relying on HMG for long/medium ranged fires, and shotgun/CAWS for shorter ranged clearance. The auto sniper is more maneuverable and you can guarantee a hit on a distant target, but I've honestly not really needed or wanted accurate long ranged precision fires.

Shotgun/CAWS is very good against lightly armored enemies with short and medium distances. However, you also need weapons that can also damage heavier armored foes.

It is a bit unexpected to see HMG advocated for long distance, because I have thought it ill suited specifically for that purpose. I'd rather see a case for it in short distance (spray firing) or medium distances, especially with huge crowds of enemies (e.g. zombies) . Though against zombies, until you get CAWS, double shotguns are also very good (with sawed-offs as backup weapons if the enemies get too close).

I have always used sniper rifles for long distances, even medium distances. Again, due to the amount of damage they give and the armor penetration (can damage even heavily armored enemies), at the point when you agents have 90+ firing accuracy. But even those are not always needed, because with human enemies you usually want to avoid triggering spotter/sniper mechanic, so you don't even want direct hits to enemy spotter units. So in many cases you rather want a grenade launcher to cause splash damage or throw grenades yourself.

I also wonder if it's worth grinding dossiers for score early. I normally don't lack for score and research days are precious, but maybe more score means more funding for more labs.

The most optimal early-game strategy I have found is to rush the captures of all first-level cultists, researching the first level cults (and Basic Operations) and going for Intelligence Center, and build it asap (you can use a corridor as a placeholder to skip 6 days off the construction). Then you can hire 5 additional scientists. Go for Bio Lab after it ASAP or if you fail to capture all the cultists, do it before the Intelligence Center (or restart).

This way, you should be able to start building Intelligence center in Feb/Mar 1997 timeframe and can hire the 5 scientists at the start of March or April 1997. Biolab will follow very soon after.

This way you triple your initial research capacity quickly (at the latest in April/May/June 1997) and can start focusing on other, 'real' research. Trying to do much real research with 5 scientists would cripple upgrading your research capacity. With 15 scientists you can and should also milk all the cultists all they know about dossiers, get all the staff input, etc. The next research capacity upgrades are costlier and you can defer them for a bit (science lab and/or intel/bio labs on second base).  With 15 scientists you can progress all the useful research quickly and also get very good score from dossiers on the side. Getting good scores this way will also slowly start ramping up your council funding.

There is essentially very little chance of succeeding in the MAGMA mission line without an osprey or similar craft (the first mission in MAGMA lab with all the zombies will overpower you - the mission can be a close call even with in higher difficulties with a bad spawn). So for all practical purposes, chasing down this line will have to wait until you've deal with at least some of the cults. By then you should have Promo III, and you will be in mid-late 1998. You could even already have Kitsune by then.

Pulse weapons, especially when combined with chem clips, can be extremely deadly, especially against less armored foes, like zombies. Much better than puny rifles. (I never even bother with them.) But if you'd just have to pick one gun in before and about Promo-III era (and you don't), I'd probably still pick a BO auto-sniper, because it will be very workable against any enemy unit. The second contender for one of the best weapons would be TAC grenade launcher with gas grenades.

Open Feedback / Re: How Much Score For Max Funding Change?
« on: June 10, 2024, 07:00:27 am »
My understanding is that if countries are satisfied or angry, they will change their funding from 5-20%. Therefore if you have enough score to proc an increase, you don't really need more score.

About what score level is that, assuming that there's nothing that interferes with individual country opinion? 1000? 1500?

This is not correct. While the funding increase is capped at 20 %, the more score you get, the bigger chance you have is getting 20 % (rather than, say, 5 % increase). So bigger the better. But at some point (say, 10K) this ceases to be all that relevant.

This algorithm is analyzed in detail here (while the discussion relates to XCF mod, there is nothing mod-specific in there):

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 08, 2024, 08:58:03 pm »
This bug in region zones was reported two weeks ago in this thread. You'll need to use the GIT snapshot or delete a line from regions_XCOMFILES.rul. Maybe you could just replace the file with the one from the snapshot:

Funnily enough, shortly after this I got an MIB commander but no etherial retaliation missions yet, do I need to research the ship type before I see them? Since that seems to be the case for MIB ships, never saw a stike ship until I got the UFOpedia article.

No research needed, your report is just a coincidence.

The X-Com Files / Re: Spartanism
« on: June 07, 2024, 09:50:55 pm »
You get it once you finish the syndicate arc. Your post does not indicate whether you have done it or not. You get the parcel after dealing with the syndicate HQ and decrypting the testament with Schutzstaffeln Ring. When the percel has arrived (it's a trigger that has a chance of occuring once a month), you need to decrypt it. Maybe you need to check the tech tree viewer to see what you're missing.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 07, 2024, 12:43:28 pm »
Any facility can be built over the HQ because canBeBuiltOver is set to true. It can be set to false and then only the Cyber HQ can built over it because it has the required buildOverFacilities property.

Similar situation for the Intel Lab, Sick Bay, and Minigun.

SS asked for feedback, so here goes.

If this means that you can, for example, upgrade a Sick Bay into barracks or alien containment in a few days (as you seem to suggest), this would clearly qualify as a bug (or "unintended side-effect") in the definitions. This kind of unrestricted build-over property should only be possible for specific, well thought out facilities (e.g. corridors or "empty rooms" that some mods have).

Obviously you should be able to build virtual HQ on top of HQ, Adv Intel Lab on top of Intel lab, Adv Sick bay on top of Sick bay, and replace minigun turrets with any of the more recent turret options. For the turrent case some other build-overs could also be considered (IIRC it looks awfully lot like an access lift? - But I didn't quite think this through.).

In my current game I've gotten to promo 3 and interrogated an alien commander, but it seems like in order to progress further I need to capture an ethereal, but I've only ever seen 2 ships with them in my current playthrough, any advice on how to proceed?

Capture and interrogate MIB commander, and then you start getting monthly Ethereal retaliation missions. If you play it right, you can obtain the commander from those. But note that the Ethereal commander is a sneaky bastard and won't come along to the base attack missions, so you'll need to shoot down their very large ship.

The X-Com Files / Re: The Vampire Castle
« on: June 04, 2024, 10:10:34 pm »
Please note that in order to interrogate Vampire Queen, you'll have to have interrogated Vampire Knight first. Usually you need to get both from the castle (though it's possible to get the Knight from somewhat rare anti-monster missions).

I'm not sure what 'snap' is actually meant to be versus 'aimed'. I suppose aimed means use multiple seconds for careful aiming and is applicable only against stationary targets.  This is because reaction shots are always snap shots.

Suppose you have a sniper waiting at a good location, preserving all TUs to shoot if an enemy appears a little bit further away (e.g. at the edge of visual range).

At least I would think that the sniper should have a very good chance to reaction fire the enemy and score a hit. Unless you think that snipers can only hit stationary objects through careful aiming, not moving targets at all.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 31, 2024, 03:48:51 pm »
I have thought it was a feature i.e. the game information where you have used motion scanner is not saved in the save, and the state is therefore not preserved on reload.

Troubleshooting / Re: Can only load one tank on SkyRaider?
« on: May 27, 2024, 11:49:09 am »
Never played FMP myself, but according to the rulesets, Skyraider by definition allows only 1 vehicle on board.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 25, 2024, 05:44:06 pm »
The most probable reason is that you have accidentally hidden the Secret Files research topic in the research screen and therefore can't see it on the main screen. Or you've after hiding it disabled the extended research options and you can't get it back except by save file editing or turning the option back on (this "problem" has already been reported once here).

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