Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - the nomad

Pages: 1 [2] 3 4 ... 7
16
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: August 10, 2022, 09:21:47 pm »
Spoiler"Manor mechanics":
Cult manors spawn in three 'waves': Oct 1997 - Feb 1998, Mar '98 - Jul '98, Aug '98 - whenever you destroy them. Each 'wave' only spawns the corresponding tier of manors. It takes a manor quite long to actually upgrade: 30% chance per month starting from the fifth month of being active, 100% chance on the 10th month. And that then repeats if the manor was originally low-tier. So the spawns usually outnumber upgrades for new tiers.

Once they hit 6 months on the highest tier, there's a small chance of progressing beyond manors: Hybrids, Golden Academy, Dagon High Temple (apparently you can have several of those at the same time?).
So I think the data supports you in that the manors spawn too fast and too tough. Despite the manors supposedly only being punishment towards the end of 1998, if you haven't killed off the cults by August 1998, you're in for some hurt.

The teleporting reinforcements are a pain. If they got delayed to severals turns in like the farmer MiBs, maybe. I could go with that speed of reinforcement for the HQs, but since you have to play ball with manors a lot, that's a bit over the top, too.

All in all, manors are kinda like the Ninjas of cult mission progression.

Yeah, I don't know how realistic it is to eliminate all of the cults by August. It is not impossible but I tend to hesitate attacking Lotus forward bases and Dagon HQ for example, unless I am sure I have an ace team with 16 good agents, and thus wait for better tech etc. My understanding was I had to terminate the cults before the invasion date, so this kind of punishment should occur around Dec 98 in my logic. Or perhaps I am not that good of a player, and I am actually expected to destroy all of the cults by the summer. But doing so would just kill many of my great agents and leave me with more sucky dudes against the coming aliens.

I agree that toning down reinforcements would make them more managable, or perhaps they can spawn with 0 time units. I think best option would be manors getting destroyed when you terminate the cults, but maybe that can't be coded or something I have no idea. That way they would still be a pain in the ass and urge you to destroy the cults asap, and it would also make more sense lore wise imo. I already exposed Red Dawn, what are they doing around Russia and why are they not locked up?

I can't imagine their maximum developed state.

17
The X-Com Files / Re: Xcom Files: Why so many UFOs?
« on: August 10, 2022, 04:33:57 am »
Few things are as satisfying as hearing a dozen cultists scream in agony because you landed a mortar shell just outside the front door.

I ended up with like 15 manors spawning including some very close to my bases, but honestly I loved the experience because it genuinely made the existence of the cults a threat to XCOM. Annoying? Yes. Which I think is EXACTLY what should happen if you ignore them for too long. When I was finally able to launch a counter-attack with interceptors I was thrilled, as it was such a clutch situation fighting my way out of a -700 point deficit for two months in a row. It was exciting and frustrating in the same way that chyssalids and the like are.

I think they are badly designed to be honest. Yes the idea is great, but the quickness of their evolution is unbalanced. They seem to spawn what around the end of 1997? So by the time they first appear they are already tough, with your tech in mind, so you can't be expected to be able to destroy all of them as soon as they spawn. At that date I generally don't own an Osprey for example (though I am close), because thanks to bad RNG I generally did not capture one of the high ranking cult members yet. And they are very tough with 8 agents.

Soon enough you begin to destroy them, but due to their sheer amounts some are bound to develop. In example in my campaign by August 1998 I already terminated Red Dawn and Exalt, which is the best I can do. What did I face in a Lotus Manor the same month? Panic-inducing hosts, assassins all around the place, incendiary tossing Footmen, and 3 reinforcement in 5 turns, and I did not even do 10 turns yet. Armored, camouflaged soldiers with armor piercing rounds firing at me the same turn they appear, flanking my agents from three different positions, that is if they are not right next to me already. The total was 90+ enemies.

They are even tougher than HQs themselves by that point. And compare them to any other mission at that date, they are significantly tougher, including the HQs as I said, which again means badly balanced. Obviously they are doable as I completed them, but needlessly over the top. And one base roster is injured like a month per assaulted manor. They are already launching jets faster than my transports so I can't ignore them especially if they are built right near my base. It is not even the Fall of 1998 may I remind you.

And they don't get destroyed when I terminate a cult. That is very annoying. If they were easier when they first spawn, or they are not as OP as this by the 1998 summer, or they are destroyed when you terminate the related cult, then it would be a good design. I don't wanna get punished when I already did the best I could. After all the point seems to be punishing the lazy and/or milking player, but I am neither.

18
The X-Com Files / Re: Osiron missions not showing up
« on: July 12, 2022, 10:15:11 am »
It is rng. In all my playthroughs, certain missions do not spawn or spawn late or rare. In one only one Dagon outpost mission came up until Nov 98 and I could not progress and lost. In another no Exobiological Contamination mission spawned. This playthrough Osiron came up pretty late, whose missions can spawn before you research Osiron too btw.

19
The X-Com Files / Re: Line of fire vs. terrain
« on: June 18, 2022, 06:12:43 pm »
Why wouldn't this make sense, given that the underlying engine uses 3D space for hit calclation? You can actually take a first person screenshot (F10 by default) to see what the unit you have selected sees on the battlescape. You might also want to take a look at this and take into account that XCF implements the accuracy fall off option offered by OXCE.

It doesn't make sense in certain situations imo, like when I am flanking a guy but just because he is standing on a little slope I seem to be having huge penalties. Once my three top guys couldn't kill a regular zombie which was on the stairs and they were just three steps down. Or the fences, it is very tough to shoot through them and I feel the penalties are bigger than I would expect. And then I am being shot to death behind two solid bushes, where I shouldn't be that visible. Again I am not entirely sure about the mechanics so maybe I am just unlucky or these kind of sitautions are sticking out in my mind, like in modern X-Com 85% shots feel like 50% and it really isn't you just realize the misses more.

Didn't know the F10 thing or the exact calculations, will check them out thanks.

EDIT: Yeah that screenshot thing is great to understand the mechanics. Quite helpful thanks.

20
The X-Com Files / Re: Line of fire vs. terrain
« on: June 17, 2022, 11:37:37 pm »
If you shoot at a very oblique angle the enemy might be shwoing a smaller profile and being harder to hit. The way shooting at a human from above will present a smaller target than from the front or side.

Targets in the engine are cylinders. May be you are seeing a smaller cross section. Or may be the slope is actually covering part of the target.

In any case it is hard to determine if a target is or isn't obstructed.
.
Hmm, I see. I don't think the mechanic makes that much sense then to be honest (at least in certain situations), but at least now I know its logic. Thanks. Wish it showed the actual chance to hit so I would know for certain before I take the shot.

21
The X-Com Files / Line of fire vs. terrain
« on: June 17, 2022, 03:37:17 pm »
[split from Bugs, crashes, typos & bad taste - Solarius Scorch]

The only thing I dislike about this game is the accuracy problems with fences and elevated grounds. Fences I can kind of understand, but I struggle to understand why someone standing exposed on a hill (I am also flanking him so there it is not like only his head is visible etc) can't be hit accurately. I am not even sure what the problem is or even if it exists but can someone explain why I seem to keep missing enemies on slopes and hills? I am guessing it is the original game's issue rather than the mod's, but if so can it not be fixed? Or is there some kind of a logic to it?

22
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: May 06, 2022, 01:10:08 am »
In some mods, when selecting vehicles, you can see the possible radius of flight, depending on the fuel. How do I enable such a feature in X-files?

Isn't that already in? I can see it with crafts who has limited range.

23
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: April 23, 2022, 12:57:44 am »
Hi.
Is this compatible with newest 2.4 version?

I had no problems so I guess yeah.

24
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 18, 2022, 01:21:25 am »
Yes, the research projects do give scores when completed. I don't know how much though, or if various projects give different scores.

25
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 16, 2022, 08:53:59 pm »
You misunderstood, I didn't say you said there should be no penalties. It is normal for the penalty to be huge especially at the beginning, that is what I am saying, because X-Com is new and Council doesn't want it to go on. Quoting myself "..basic suspect then they will give you huge penalties". First sentence may be missing some wordings though.

Comparatively penalties seem indeed all over the place but it is fine imo. Later on terror missions have huge penalties which is obvious because civilians are dying, if you don't protect a Council VIP it has huge penalties because they are paying you. League Apprehension has considerate penalty iirc because they'll expose what's going on. Root of All Evil which is very tough has very little penalty because no civilian is in danger etc. I have no idea if Scorch's reasoning is the same of course but penalty amounts click in my mind.

Maybe you are right just my pov.

26
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 16, 2022, 06:58:21 pm »
I think penalties do make sense realistically. Just like in real life, your task is set, and you have a boss. The Council already thinks your organization is a joke. Thus if you don't do your job, if you can't even catch a basic suspect then they will give you huge penalties. And when you do your job - well, what do you want a medal? It is just one suspect. Like in real life you'll be fired if you can't do your job but get paid little if you do it lol. I'm writing half-serious but it does make sense in my mind.

However about the balance and logic of penalties in relation to other ones, I don't know. I have no complaints personally.

27
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 15, 2022, 08:23:13 pm »
From what I understand, the monthly rating is basically the combination of positive and negative points in a month.

If you missed some missions that is already like -150 points each. And the missions you have completed give you little points by that time. Check at the debrief for score.

Also you may have had negative random events.

28
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: March 17, 2022, 03:29:15 pm »
Awesome adds!
 
And that map looks really fun to have a good battle :D.

29
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: February 25, 2022, 10:23:39 pm »
With the last update I am unsure what to do at the moment. I am at October 1998, trying to understand the new military air fights mechanisms. I bought those Little Birds, one for each base, and equipped all four slots with lmgs and miniguns. However 9 out of 10 times a basic jet crashes my helis down, and for better crafts I need Promotion III. To unlock Promotion III I need to be going on missions, which these jets are not letting me. I don't wanna savescum.

I hope I won't need to build like three hangars for each base to get out of this. Because those cover so much space.

30
The X-Com Files / Re: The X-Com Files - 2.2: The Inner Circle
« on: January 18, 2022, 04:20:00 pm »
Got a problem. My ex-Knockout Grenades, while vanished, still take place in inventory. Not a big problem as I will just dump the invisible bombs on the ground in a mission though.

Pages: 1 [2] 3 4 ... 7