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Messages - psavola

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46
The X-Com Files / Re: Plot cost-benefit ranking (light spoilers)
« on: December 17, 2024, 10:36:55 pm »
Contains some spoilers, but nothing really significant:

1. Defend earth. Wrt. basic cults Black Lotus is IMHO by far the easiest cult to deal with first (if you know how to deal with the assassins, i.e. with dogs and rats). Exalt mansion is a maze, but otherwise it's OK. Dagon and Red Dawn can be deadly for various reasons and I usually go there only after I have obtained Promo III and TAC + gas grenades.

2. MIBs and Hybrids are two completely different plotlines.

a) MIBs can be tough but if you know to deal with them, they give very good loot. You may want to defer researching MIB agent for a while, because if you do and also get info on David Vincent, you may get a one-time mission that can be a bit tough if you are not well prepared (at least Promo III).

b) Hybrid plotline isi unlocked usually either through Red Dawn HQ or Exalt HQ missions. Essentially you are already Promo III when this occurs. Dealing with controller mission is crucial in order to be able recruit alien hybrids for powerful psionics. Once you have done that, and trained the psionics, everything becomes very easy.

3. a) The first branch of syndicate plotline can be unlocked early. There is some OK loot and access to easy research. Advisable.
    b) The second branch of syndicate plotline (data seizure) may need to be deferred a bit until you have craft(s) capable of shooting down their retaliation and a fast enough craft to get into the three second stage missions with 8-16 hour times (e.g. SKYMARSHALL). The second stage is extremely useful. It unlocks KITSUNE, an ultimate fast craft for going to missions.
    c) The third stage of syndicate plotline is the syndicate regional HQ, where you can get Helix Knight transformation, which helps. The final part (Syndicate HQ) gives you the best transformation of the game and is very useful. The mission can be challenging without strong psionics. So progressing hybrid path (or good luck with RNG with hybrid defectors having strong PST) is advisable.

4. Zombie arc is essentially useless, and some zombie catacomb, vampire castle, etc. missions can cause losses and be tedious. The final prize of the zombie arc is IMHO not worth all this trouble. Just go forward with it until you get bored. You will want Zombie Trooper, though, but it's not really even part of the zombie arc. And zombies corpses can be utilized in the early game for manufacturing healing gel which is much more handy than regular healing kits at this point.

5. Underwater arc provides excellent loot: materials for plastic aqua-armors (very good overground as well), deep one corpses which will unlock biology and alien containment and thus allow later capturing and interrogating aliens, juggernaut suits from gillman heroes, huge amounts of cash, etc. Very advisable to go forward with it. Especially early abyssal artifact delivery missions can be helpful to obtain an alien corpse and get started with alien containment.

6. Shogg does not provide any real benefit. "The caves part" is one path to get promo III but there are others. Out of underground missions Chtonite Minibase Assaults are one way to get aliens and tech.

7. Osiron provides very good loot and access to syndicate plot arc. Very advisable to get started with it as early as you can (no real downsides), except you will have to know how to deal with the surf time mission with your naked agents (hint: dogs and camping in the left side of the starting building).

8. Early cyberweb arc provides one path for Promo III (but I have never been able to utilize that). Little early benefit, and you have to be careful. Ultimately will provide with a good transformation for your weak-PST soldiers, but it takes a while to get it. You will probably want laser weapons before dealing with the last 1-2 missions.

9. Cereal cult is just a random mission, not worth mentioning here.

10. Cult of apocalypse is reasonably straightforward arc that gives you rather easy access to a good transformation. You can usually start with this around Promo III or so, depending on RNG. This is probably the easiest way to get an ultimate transformation.

47
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 16, 2024, 08:55:21 pm »
There appear to be two missing walls in Tasoth Factory, in a certain large module, one upstairs, one downstairs. At the location where the cursor is. It would be very strange if you were intended to be able walk through it.

This is a bit strange, as I think this resource is from TFTD (or at least I have seen the same one in TWoTS) and I don't recall spotting the same issue.

48
The X-Com Files / Re: Frustration with Syndicate retaliation
« on: December 16, 2024, 06:46:21 am »
You're doing something wrong if it's reappearing.

STR_SYNDICATE_REPULSED (which you get once you successfully complete the fusion reactor mission and research the data reel and the council member from the two other missions) stops the retaliation next month.

The best way to deal with syndicate retaliation is to have a few crafts capable of shooting them down before they spot your bases. CF-ARROW is one such, for example a thunderstorm is another if you have obtained some alien tech already. The benefit of a craft like thunderstorm is that is has good range and speed and can cover almost the whole globe. This is useful because you don't know where the syndicate retaliation will spawn.


49
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 14, 2024, 09:55:50 pm »
Apart from the tech tree viewer, these also show up in the game inventory if you recover the hull frame from those USOs, and once you get it, you can also research it.

50
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 14, 2024, 08:41:29 pm »
No, I don't think anything bad can happen, I play on the same copy.
Also, I think all recoverable hulls should have Pedia articles, unless I missed something.

Not really pedia articles, but as mentioned previously, STR_USO_*_FRAME strings (five of them to be precise) are missing.

51
I don't think Kozinsky's suggestion would be workable for those statstrings whose purpose (or at least one purpose) is to show if soldiers can still be trained on the field (all of them?).

Let's say a soldier type has health stat cap at 50 and there are transformations that don't change the soldier type but give a bonus (say +10) to the stat cap.

Now if the statstrings code would just check if the stat is at 50 (including bonuses), it would show that the transformed soldier has reacted maximum health even when the real health is at 40, even though it could still be improved in the field.

While you can work around this by defining different statstrings with transformations that change the soldier type, with other bonuses you could not AFAIK (also applies to commendations). So some additional logic would be needed.

52
The X-Com Files / Re: Xcom files progression query
« on: December 13, 2024, 09:17:44 pm »
Once you've researched the part where you get fleet supply cruisers (i.e. you have researched deep sea operations), you've essentially reached the end of the arc. You can already get HSD Lab and Marine Base attacks, for example, it's just RNG from now on.

The underwater arc does not have any finale or real reward such as some other arcs. The main benefit of the arc is easy money from undersea city/tasoth factory and all the juggernaut suits you can farm from the gillman heroes.

53
The X-Com Files / Re: [submod] X-Com Files: Kozinsky Stat Strings
« on: December 13, 2024, 11:52:07 am »
Sorry, I though this would be rather obvious.

Here, take a look for example at "I Adam Fodor".

The stats in the save are essentially maxed except sanity, like:

      - type: STR_INFERNAL
        id: 111
        name: I Adam Fodor
        nationality: 35
...
        currentStats:
          tu: 65
          stamina: 90
          health: 45
          bravery: 100
          reactions: 60
          firing: 90
          throwing: 70
          strength: 50
          psiStrength: 37
          psiSkill: 0
          melee: 90       
....
        diary:
          commendations:
....
....
transformationBonuses:
          STR_BIO_ENHANCEMENT: 1
          STR_COMBAT_PILOT_TRAINING: 1
          STR_INFERNALISM: 1
          STR_MARTIAL_ARTS_TRAINING: 1
          STR_TACTICAL_NEURAL_IMPLANT: 1

          mana: 116

Here's also the save.

54
The X-Com Files / Re: [submod] X-Com Files: Kozinsky Stat Strings
« on: December 12, 2024, 08:53:09 pm »
I suppose the latest version should work with bonus transformations like spartanism, or at least according to the changelog it should.

After transforming an already maxed-out soldier (field training wise) to infernal, the stat strings started showing room for improvement in almost every skill (except bravery, which is decreased). Yet in the next mission I tried to train these "missing skills" but received no improvement (as expected).

It seems as if when displaying what name + stat strings to show to the user it doesn't take into account stats after transformation bonuses (not sure if other bonuses) but rather compares them to the transformed soldier's currentStats? If this is the case, not sure if this is even fixable..? This is OXCE 7.15.

55
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 12, 2024, 06:18:20 pm »
Indeed you're right, but I already caught and fixed this issue.

Oh, you refer to https://github.com/SolariusScorch/XComFiles/commit/d63cb7aeb3daedfe332a59f57177b2468dfc04d0 I suppose. I don't quite understand how that would fix 10 hulls problem (or how they would end up happening in the first place), but I hope you're right and that is so. I suppose I'm going to award myself 10 osiron boxes..

56
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 11, 2024, 09:04:17 pm »
In the snapshot, finishing the MIB attack on MAGMA base mission (which includes a MIB stealth bomber) gives you *10* MIB stealth bomber hull frames. I suspect it is intended to give only one, like with other enemy craft. I have no idea what would be the point of 10 identical frames anyway.

57
The X-Com Files / Re: No progress anymore. Do missed research?
« on: December 10, 2024, 09:58:51 pm »
You will need to post a save for anyone to be able to help you.

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 08, 2024, 06:29:13 pm »
In the latest snapshot, USO text strings are missing (STR_USO_*_FRAME).

59
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 07, 2024, 12:01:39 pm »
Not really a bug, but rather a suggestion for improvement. The base sell price for all veteran requisition rights is 90K. I think it would make sense that the price would be different for levels 1, 2, 3 and 4. For example, at least 1 could be somewhat lower, while at least 4 should perhaps be higher.

60
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 02, 2024, 03:12:07 pm »
Black Moon (and likewise Blood Moon) mission has 150 despawn and zero abort penalty. There are 12 civilians. So if you go there and abort immediately, you get something like -180 penalty.

I think the penalties are always or almost always adjusted so that that going and aborting is not worse than letting the mission despawn. This is probably an oversight. Maybe the despawn penalty should be a little bit higher, like 250 or 300, like with many other civilian missions.

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