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Messages - psavola

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406
OXCE Bugs FIXED / Re: Game Allows To Launch Craft Without Pilots
« on: November 25, 2023, 11:38:52 pm »
I can reproduce the issue as follows in 7.9.18. Remove all crew from a craft. Click 'I' on the globe. Select the craft, then another base (within the dual fuel range) as the destination. Select transfer. Voila - the craft starts flying without a pilot. (And after that, you can also reroute the the craft.)

407
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 25, 2023, 03:00:20 pm »
This means that sooner or later, but the package with spartanism will be a reward for the defeated syndicate.

Yes. The chance is so low that sometimes this takes very long time (in my recent campaign, over 6 months) to get the reward. This seems a bit unfair, but it's up to SS to fix. It would be trivial to raise the odds to say, 50 or 70%.

408
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 25, 2023, 01:40:23 pm »
Please explain. I defeated the syndicate, and I received a package with spartanism. I looked at the database a bit, and found that the chance of unpacking spartanism from the packege is 25%. Does this mean that I am very lucky, or am I wrong and spartanism is a guaranteed reward for defeating the syndicate?

No, you always get spartanism from researching the parcel. You're confusing this with the monthly chance to receive the parcel after defeating the syndicate, which is 25 %:

  - type: STR_SYNDICATE_MYSTERIOUS_PARCEL
    eventWeights:
      0:
        STR_SYNDICATE_MYSTERIOUS_PARCEL: 100
    researchTriggers:
       STR_SYNDICATE_TESTAMENT_DECRYPTED: true
       STR_SYNDICATE_MYSTERIOUS_PARCEL_RECEIVED: false
    firstMonth: 0
    executionOdds: 25

....

 - name: STR_SYNDICATE_MYSTERIOUS_PARCEL
    cost: 3
    points: 3
    needItem: true
    destroyItem: true
    lookup: STR_SPARTANISM
    dependencies:
      - STR_SYNDICATE_TESTAMENT_DECRYPTED

409
The X-Com Files / Re: New Topic
« on: November 23, 2023, 04:28:42 pm »
Probably been covered but, is there any benefit at all into researching "Using flame glove".. Using Dragon staff" "Using Storm rose".. "Using"..etc..etc.. ???
No completed research documentation ever pops for these (Ufopedia) when the research is done.

Well, yes. You can't use those items (except throw them around or some such) unless you research the "using" topic.

Of course, it's a bit illogical. You can spend quite a bit of research and figure out what the item does. Then you can decide whether you want to research it further. But it would be more logical to figure out how to use the item also in the first bit of research. If you didn't know how to use it, you shouldn't learn much of what it does either. That is, you shouldn't be able to find out what those magical items can do unless you at the same time figure out how you use them.

410
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 22, 2023, 05:21:35 pm »
Is this too late to recover from? I have not wasted time with other things, I have 15 scientiests and have quite good progress with the research I can do, got bored enough to research alien containment (sadly too late for a military shot down ufo mission but I lost barely anyway because I Could only reach it with a car... was really hoping for that cash boost but I told myself no reloading! died to the last alien and a panic that ran the other guy into the alien)

There is almost zero chance of being able to deal with military-shot-down UFO with a car (or van) without major save scumming or extreme luck. Or most other missions for that matter, especially in higher difficulty levels. Even helicopter can be risky, and I'd rather prefer the osprey. But you can get helicopter before you get all the cult networks, so part of your pain is self-inflicted for ignoring obtaining better transport.

411
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 09:42:36 pm »
After having played X-Com Files with its 'sanity loss' concept (1-4 per turn on some alien missions), it certainly encourages you to go out more and not camp around in your craft. You can actually 'cheeze' almost all TFTD missions if you want, and some of them really require using this tactic (e.g. most terror missions). Another consequence is that you may need to rotate your soldiers more as they recover from the loss (1-8 per day, depending on facilities). Some similar concept could indeed be interesting. But I fear it would very tricky to get balanced properly, given that many missions in TFTD are worse bughunts and the difficulty could become excessive.

412
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: November 21, 2023, 08:55:01 pm »
I have set up a test to build OXCE AppImage whenever a new OXCE is released. This should theoretically make it very easy to run OXCE on any linux distro (and WSL?), although I've only tested it on Ubuntu 20.04 & Fedora 38 myself.
...
Releases can be found here: https://github.com/pedroterzero/oxce-docker/releases

I wonder why the scripts are called build-latest.sh and get-latest.sh, even though they are not getting the latest version but rather the version you have to specify in VERSION. Wouldn't it make sense for the scripts to find out what's the latest version? Or name them in a different manner.

413
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 06:18:59 am »
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?

They can be obtained, for example, from medium USOs as well. But that is heavily based on RNG as well. It is not all that likely that aquatoids launch missions in the areas covered by your radar(s) that lead to medium USOs all that soon. About 1/3 of time, I get the navigator from USO (the rest are divided between regular terror missions and the antarctic excavation mission, which is your best bet to get one if RNG gives you that mission). There typically are some such USO missions by this time, but they can be other races as well. And the tricky part of capturing one in USOs is that quite often there are hunter-killers present with medium subs, so you need to be very careful.

Also sharkmen have navigators, but capturing one a lot more painful than aquatoid, because the are much tougher. And if you chance to get a terror mission, they are accompanied by deadly biodrones (which at certain point is a welcome thing, so that you don't get locked out of sonic weapons manufacturing).

414
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 20, 2023, 08:50:43 pm »
Just for fun, I started another SH IM run. July just started, and I have seen one aquatoid terror mission (ship terror) where I was unable to capture the navigator (I think it died from overstun). I have not dared to check yet which artifact site mission I got. No sight of aquatoid missions and so medium subs, though at least gillmen have built 2-3 bases already. So still can't unlock gauss, which is making the following game quite a bit harder. In some other runs, I might have gotten lucky already in April or May.

Maybe the probabilities for aquatoid terror missions could be increased somewhat, so that your success is not so clearly at the mercy of RNG. For example, the chances for an aquatoid surface attack through months 3-7 is only 20 %, and in this mod obtaining a deep one corpse is not so crucial as in vanilla TFTD (you can get aqua plastics also from early-game xarquids).

415
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 20, 2023, 03:02:52 pm »
FWIW, the vampire castle is otherwise very annoying as well. Almost always there are some zombies more or less lost in the catacombs below, and finding them can be painful if there are too many of them still left so that the bug hunt mode doesn't fire off. (And even if it does.) I'm doubtful if there is going to be any change to this, but I'd still suggest reducing the catacombs considerably. They serve no purpose at all.

Similar argument, by the way, also applies to the secret military base missions (e.g. the siberian base full of spiders). Why on earth should such bases be full of very small tunnels that essentially lead to nowhere, just circle around and create a jungle of paths. But I suspect this is likewise intended to more or less annoy the players.

416
The X-Com Files / Re: Chump desperately needs help :P
« on: November 20, 2023, 10:59:12 am »
Generally, throw them where your troops are, or between your troops and the enemy (closer to you). Avoid throwing at the enemy. The main reason is that smoke grenades essentially add squares to vision range. If it covers your soldiers, then you have really good control over who you can and can't see (by moving into or out of the smoke), and each square of smoke you move through means an enemy has to move through several squares. The general strategy is to deploy the smoke, walk out and spot an enemy, shoot them directly (if you can risk the reaction fire), or walk back and shoot them blindly (or with another soldier).

I'll just add one tidbit here. If you use smoke extensively *), it is often useful to have a scout drone with you, because it can see through smoke (with 50% thermal vision). The big benefit of this is that you don't need to get out from the cover of smoke and get spotted (and after that, grenaded or sniped by the snipers). So using smoke but leaving it and getting spotted may be rather risky. The worst case scenario here would be that the snipers throw grenades at your 'scout agent' that returned to the cover of the smoke, but the same grenades also would kill those agents that never left the smoke. Another alternative is using dogs and try to find the enemies within the smoke using their sniffing (sensor).

*) I say this because it may be easier to do without in most missions in the early game, by going for the cults at night and throwing out flares. That way you don't cripple your own vision (or need dogs or drones), yet can still see the enemies.

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Start of game, I would say the most important research are: Logistics (Van), Kevlar Vests (basic protection for cult missions), and Promotion 1 (smoke grenades). After that, try to get Dogs (helps a ton with undercover missions which are money makers), followed by the Helicopter to get 6 Soldiers out on missions. Better weapons can usually wait a bit, since you'll likely loot plenty of rifles that you can immediately use. However, the Hunting Rifle is pretty darn good.

While all of these are important, I'd suggest also going for the Bio Lab as soon as possible (and Intelligence center, once it becomes viable later on). Being able to get 5 or 10 additional scientists (i.e. double or triple your research capacity) speeds up your research and all the others a LOT. Struggling by with 5 scientists for a long time slows your progress. While logistics is a big priority, I think trying to get Bio Lab faster makes more sense than, for example, obtaining better protection (that won't probably save you all the time anyway).


417
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 20, 2023, 07:10:00 am »
okay thanks all for advice, and yes I meant to say, Mass Driver weapons, I am wondering where you get them? The description to me sounds like a rail gun. I am assuming it is worse weapon than other late game things but I just like the idea of them lol

You can get them from the MIBs. I have never found much use for them myself, but I guess this depends on what else you have, how many MIB missions come at your way, what else you have to research, etc.

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For the spotter/sniper mechanic, if the spotter is killed do the snipers still see+shoot you if the sniper themselves are not in range to see you?

The snipers will snipe/grenade you even if you kill the spotter directly.

418
This lists quite a few:

https://www.ufopaedia.org/index.php/Hidden_Features_(OpenXcom)#Battlescape

It's organized in a bit messy manner and it's missing some, for example escort-feature when managing your crafts.

419
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 19, 2023, 08:34:02 am »
This was already discussed in the main thread. But I guess this already qualifies as a bug or at least bad taste, and is worth bringing up for attention here as well.

To get to the end-game phase (i.e. MIB moon mission, orbitals, alien moon missions, etc.) you have to get MIB commander and Ethereal commander. Either one can be tricky and dependent on RNG. But I think Ethereal commander is the most difficult one, because there is only one at Arbiter craft (and nowhere else on earth). And whether you can get one in the first place, and either manage to land it or shoot it down is very RNG-dependent. Further, while etherealRetaliation mission is clearly designed to provide a way to obtain the commander, if they spot your base and do retaliation run, they send a Dreadnought, not the Arbiter, so you won't get the commander in any case.

I think getting to the end-game is made excessively difficult and RNG-dependent and it would make sense to reconsider the requirements. For example, if ANY commander, rather than just ethereal commander, would unlock 'Alien-MIB communications', that would make it much more straightforward.

(As for MIB commander, you could get one if RNG throws MIB outpost at you, or if you anger the MIBs and they do a retaliation run against you. YMMV whether these are sufficient, because both heavily depend on RNG.)

See more in the tread concluding at:

https://openxcom.org/forum/index.php/topic,4595.msg158898.html#msg158898

420
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 19, 2023, 08:21:32 am »
1. What is the best way to avoid or survive the grenades on first 1-2 turns coming out of a ship? This is the main cause of reloads. It was depressing to have a first turn pass on the same old cult manor map , and have some kind of grenade kill your best troops. I was able to get better at surviving this by having good enough accuracy to kill most visible troops at first turn, but with leaving troop transports? What should be done? I did get a habit of throwing smoke but it sometimes is not enough

Do not go on cult etc. missions at daytime (but to monsters missions yes). Do not use crafts which have exterior lighting (e.g. dragonfly). Use smoke grenades before deploy. Skip the first turn completely if you're safe inside the craft (to avoid enemy reactions with full TU). You don't need to do all of these, but one or more of these will definitely help, depending on circumstances.

The night time deployment is usually the only thing I have needed or used against cults. Essentially you throw out flares and deal with the exposed enemies with grenades. But you'll have to be extra careful if once you deploy an enemy units sees you immediately, and in some cases you may need to abort then (due to the sniper/spotter described below).

You will need to learn the sniper/spotter mechanic. That is, certain enemy units are 'spotters'. If they see you or you hit them directly, all the 'snipers' can also shoot and throw grenades at you. http://xcf.trigramreactor.net is your friend in browsing enemy unit descriptions.

You'll need to either deal with all the spotters in non-direct ways (e.g. throw grenades, not shoot them), all the snipers before you hit spotters directly, or have some kind of cover (certain crafts, buildings, etc.) which will prevent firing and grenades.

These have been my keys to SH IM campaigns. You almost never get grenaded if you strictly follow these principles.
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2. How do you aquire the railguns for your troops? I was lucky in my playthrough to aquire some type of research for it early so I had railgun cannons for my interceptors, but had no way to give them to my troops, not having aquired an actual troop style gun. Is it perhaps in the under ground missions? Or do only certain aliens have it? I just like the idea of them and would like to know where to find them in the first place. I had lasers and sonic weapons and had yet to find one

There is no such weapon as 'railgun' in the game. I guess this is a translation issue and you refer to something else, but I have no idea what.

You don't need interceptors until 1999, though at certain point the syndicate retaliates against one of your bases. YMMV whether you want to shoot it down or let it pass.

Black-ops Sniper Rifle and Auto-Sniper are probably the best weapons in the early game, because like most other snipers, armor is only 75% effective and when you have maxed accuracy, they are very accurate and deadly. Before you get to them, you'll probably need to go through at least hunting rifles and bolt rifles. You'll obviously also need shotguns for close combat against lightly armored enemies. In the early or mid-game, that's essentially all the guns you absolutely must have.

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3. Is tonfer better than the starting beat stick?

I guess you refer to 'tonfa'. For stunning enemies at close range, I suggest electric club, then briefly electric prod, and finally once you get it, stun rod. For further away, shotgun with blunt batons in the very early game (unarmored opponents), later MILKOR or grenade launcher with blunt ammo.

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4. Is it a bad idea to shoot down every small UFO? I read comments year ago on youtube that it is like hitting a hornet nest and best to leave most of them alone if score can manage this.

There are two playstyles (at least in vanilla). In one, you avoid shooting down anything, because then the aliens will not start retaliation missions against your bases and you get the UFO intact. In the second, you shoot down everything (also the retaliating alien craft, but if they get big enough, you no longer can). I think by far the more common strategy is shooting down everything you can.

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5. Is it really so bad to leave missions unattended if you don't need the people or the items in them anymore? As long as dont start going too low on score? youtube playthrough years ago, they had so many missions and so many UFOs that they ignored probably more than half of them, yet still won the game. I wonder if this is still viable? (They would sometimes land somewhere and immediently abandon for no negative score). I do know some missions start to really get annoying to do for the 20th time

You can check the despawn and abort penalties of each mission in xcf.trigramreactor.net.

In the first two-three years or so, I'd strongly recommend doing all the missions you can (and abort only those which you have no chance at). In the first 6-12 months or so, there are plenty of missions you have no chance at, so you may need to do 'go there, shoot for XP and abort' a dozen or more times in your campaign. You should already know which  missions are doable with the resources and crafts you have. The game gets much easier if you get bigger score and better funding from the council based on good scores, so you'll definitely want to maximise your score, not just struggle along.

In the late game, when the money is no longer a faction, you can likely skip many missions if you don't want to bother.

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6. If you shoot down a UFO and do not go there later, is this negative score? Is this worse than just leaving it alone for score? What is best practice for UFOS that you do not care too much about or perhaps that is too difficult at the moment

You get points for shooting down. AFAIK, there are no negative points for ignoring shot-down ufo. But obviously you don't get the points which you'd get from killing or capturing the aliens and all the loot. So, going after everything that you can handle is strongly advisable until the point when the money is no longer an issue.

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