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Messages - Vakrug

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31
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: November 30, 2023, 01:18:22 pm »
Looks like I have a problem.
For testing purposes I tried to force the generation of the "Temple Mess" and the "Archmage Visit" so that they appear during next month.
I modified "executionOdds" to 100 of "templemess" and "archmagevisit".
"Archmage Visit" did appeared in the "alienMissions" section, but "Temple Mess" not.
I noticed that "templemess" has "conditionals: [-3]". My knowledge of game modding is limited, but, after reading docs, I assumed that mission with label 3 should not be generated in order to generate "templemess". The mission with label 3 is "templeraids", so I modified "executionOdds" of "templeraids" to 0.
Then I restarted the game, loaded save before month ended, waited until new month and checked generated missions: still no "Temple Mess", but STR_TEMPLES_RAID is somehow present despite I set "executionOdds" to 0!

Am I doing something wrong? Have anyone seen "Temple Mess" in the latest version (0.99.16)? I have a suspicion, that something is broken...

---UPDATE---

I figured out that STR_TEMPLES_RAID on the new month (with 0% chance) was the leftover from the still going mission from the previous month. So I deleted this mission form "previous month" save file. But I still can't see "Temple Mess" in the next month (diespite 100% chance)!

---ANOTHER UPDATE---

Oh! "Temple Mess" has "STR_RUNE_RULES" research prerequisite, which I can only get after conquering the mage tower! That is why mission didn't spawned.
Looks like everything is working fine. I hope I will have patience to wait for "Archmage Visit" with it's 15% chance per month.

32
XPiratez / Re: Locked out of Endgame?
« on: November 29, 2023, 01:03:14 am »
Techtree Viewer is not everything. Event also play major role.
I hope you know about this site: https://xpedia.netlify.app
You will get Crowning after Finale of the Primal Hunt, which is different for those who rejected the power.

33
Released Mods / Re: X-Chronicles Release, v.0.99.16
« on: November 28, 2023, 08:03:18 pm »
After intense inner debate I decided to give this mod another chance. Oh, it is so good that I did that! After an intense and seemingly endless early game grind with “civilians” (this time I was morally prepared for it) something entertaining finally began to happen. The true “beginning” of this mod is when you acquire “strong artifact”. Before I share my impressions and everybody falls asleep, I want to report about multiple bugs.

Some articles in ufopedia are missing (texts in translation files are present): Nest study report #6, Stalker, Blood magic and Invader interrogation 2, which is especially disappointing, because this 1 of 2 indicators, that invaders know about aliens (the other is chronomancer legend).
I managed to get “Nest study report” even after killing the queen. After reading “Alien origins” I assumed that you need live queen.
No animation for dying Insectoid. My blood lust demands it!
When Wight dies it produces a stray pixel. Yes, I am very nerdy right now!
Machine guns of tanks eats ammo even if I don't shoot. I know that in X-Piratez there is no such problem, so it should be solvable, I guess.
Something is wrong with the intellect of many units. Often, when there is no trajectory (bows) or too far away (wands), enemy unit just stands still.
Staffs are 2 handed weapons, but red “2” is visible only in inventory screen. Also, it looks like mages don't know about that and often have knives in their second hand. This prevents them from shooting at me. But some mages actually are able to use staffs with one hand!
Ufopedia says that Fire Shields don't protect from smoke, but it does.
Ufopedia says that Dragonsnake has 80 Fire Shield, but in reality it has 180.
Something wrong is with the research of Spitter. When I researched Naked spitter, I got an article about Armored spitter. When I researched Armored spitter, I got an articles about Creeping spitter and  Naked spitter. Also the images in Ufopedia (and in battlesacape when middle clicked) of all 3 spitters are the same.
Araja produces footsteps sound while moving. How cute! Actually many units produces footstep sound while clearly shouldn't.
Frost geode does not extinguish flames on the floar. Does it suppose to work only on units?
And finally the most funny bug. Battle cocktail: “... Extremely unhealthy, those who uses it will suffer a -30 penalty to morale.” There is one caveat: you can't use it on yourself. And the one who is loosing morale is the “doctor”. A remorse, I guess...

If someone is still reading this, I want to talk about not necessarily bugs, but strange things.
“Rift Stabilization” article suggests using “the isolating equipment”. I guess article means gas mask, what else could it be? Well, nothing on the other side was toxic. Sometimes it was cold, once there were no air at all, but nothing that gas mask could solve. Also, none of enemies uses gas weapons (except gas balloons), only me! Why gas mask even exists in this mod?
There is no indication whether Flash grenade was effective or not. (X-COM files has.) This is one of the reason why  Flash grenade as almost unusable. Do they even works through shields?
Does Farsight chamber works as mana detector? Looks like no, but that should be noted in the article.
Lumen suppose to fly around and light up an area, bet it is subjected to the same “L” rule. So, if you want that Lumen to actually shine, all your soldiers have to shine as well, and that is not what you want at night!
Sometimes you can't see an alien in alien nests at all, despite standing right next to it. I figured out what is the problem. While you are standing on top of pipe-like terrain, your head is inside the ceiling, so you can't see anything (checked with F10). Is that an intended behavior?
Can you please explain the difference between QBL-06 ammo? I can't understand that.
Can you please explain how blocking with shield works?

And now, when nobody is still reading this, I want to talk about an overall experience. No, I haven't finish the game. It is the November 2022. Still waiting for an arrival of an Archmage. (15% per month... I hope I will not have to modify game files to proceeder.) Not seen any Temple ship yet. (Do I have to stop assaulting other landed ships?) But I managed to capture the Tentaculat. Initially failed to research the Savage Magic before goblin raids stopped occurring. It was literally the last thing I got from shaman. Never saw a goblin leader. Will he ever come? Luckily there was one goblin raid recently, so I got that  Savage Magic.
As I said earlier, the beginning was very tedious. Not so tedious as previously, because I already knew what was coming. But that also means, that transition between “civilian” soldiers to “supermen” psions was even more satidfying. Normally, if mod is good, I can't wait to play it again. This time I am actually horrified by the necessity to go through the early part of the game. But it could be even worse if there was no “shield left” indications. I actually wish such indications were in other mods with shields too. Normally I rarely use explosive weapons, but here they are very effective, somewhat different experience for me.
In the middle game it was somewhat unpleasant to constantly patrolling the globe with balloon in search for new nests. Sadly this process cannot be automated. Luckily I already build large detectors, so most of the globe is covered.
I often used a possible exploit to train mana. You just stand in smoke while wearing Psion suit. You don't even need to participate in battle. Is this an appreciated tactics?
Runes and most other amulets are so underwhelming! How many damage I must take to confirm that they are actually working as intended? Because if they are not, then I will probably will never notice it. Also their research is very time consuming and leads nowhere. I think runes should be reworked into something tangible.
Next problem is not unique to X-Chronicles, but here it is much more obvious. Most corpses/live animal researches gives nothing except flavor text. You need one corpse to unlock a containment, but what to do with the rest of them? Discard them just because you already saw their articles in the previous champaign? I strongly believe that player should not choose between lore and progression. And I have a solution! For each corpse/live specimen that does not unlock anything, besides what every  corpse/live specimens unlocks, there should be 2 research projects: lengthy project (100 scientist-hours) and quick project (10 scientist-hours), that have the “containment” prerequisite. Once you research your first corpse (lengthy project), quick projects for all other “lore” corpses unlocks and all lengthy projects are blocked. Now you don't need to spend tons of research for an essentially useless project. What do you think about this idea?

X-Chronicles is probably the only mod where “mana” is mana and not something else. X-Chronicles finally taught Celatid how to multiply. Ufopedia of the original game mentioned Celatid ability to clone, but Celatids were never able to do so. Until now.

34
XPiratez / Re: What to do with Dr. X (version N4)
« on: November 27, 2023, 06:22:26 pm »
I also would like to read the "choice tree" of Dr. X. Analyzing mod files is hard in this situation, everything is not straightforward.
What I can tell is humiliation in the end will grant you a god like unit (100 voodoo strength and skill), but pranking may unlock some missions related to humanism and even pure-blooded recruiting (if you didn't researched *mutant alliance*).

35
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 26, 2023, 09:26:18 pm »
I never go Little Bird. It takes a lot of research and the earliest you can have it is march. It seems like a lot of wasted effort for a craft that lets you do so little. Very small range. The only things you can shoot down are courier, other helicopters and if you are super lucky a plane. But those things are chance based. You might end up doing all that effort and not even use it.
Already discussed earlier. It's main purpose is to take down Roving Bands.

36
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 24, 2023, 10:20:04 am »
Looks like not much can be done by modders to randomize alien spawns...
But I have one particular example in mind. In X-COM files, when you assault cult's outpost or something similar, there are 2 possibilities: either most cultists are flocking inside a building, or most cultists are evenly spread out over entire map. I don't know how that was accomplished (may be there are 2 separate missions disguising as 1), but at least such level of variety would be appreciated.

37
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 23, 2023, 09:58:50 am »
adding another ship
Oh, yes. Almost forgot to mention this. This mod (as well as the base game) really needs some improvements with ship terror missions. The significant part of X-COM success is due to randomly generated maps. And in TFTD we have only 2 static ships. Adding to the game more ship maps is actually not very good solution, because, no matter how many static maps are added to the game, they cannot compensate random generation. I don't know how hard it will be (if possible at all) to make alien spawns more random. Static maps by themselves are not particularly big problem. But aliens spawning at the same places over and over again definitely is a problem.

38
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 09:28:52 pm »
And when oxygen runs out you die!
Yet another way to get squad wipe by failing to find last alien!

39
XPiratez / Re: A thread for little questions
« on: November 21, 2023, 06:30:37 pm »
Looks like you were prepared much better than I was.
And no psionics - I feel comfortable to use them only in the original version, not in mods
Nerfed to uselessness. Well, not exactly. VooDoo is very useful against demons, megapol and mercenaries. But not against Sky Gods, especially when there are 100 of them.
Thank God, some aliens suicided on that floors, so I got the idea immediately ;)
Oh, you smart guy! And I don't even remember how many of my gals died to them before I figured out that this is not something like "aliens mastered reactive VooDoo attacks". By the way, looks like red shields are immune (or have protection) to killing floors.
The worst trap was that explosion chamber on the technical floor.
I think you were very unlucky. Or you were cursed for breaking too many plastasteel walls. In my game the explosion happened far before I could reach that area. I don't know what actually caused an explosion. I guess Shadowmasters tried to help that way.
And thank you again for your advice! Hope I will survive...
Well 2x2 units are probably doomed because they cannot replenish freshness. You can try to search for hidden stashes of goodies on each level. Photonic blades will help, probably. And don't try to kill them all, there are some hidden Killer Droids in the walls.

40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 11:52:47 am »
They can be obtained, for example, from medium USOs as well.
Good to know, thanks. I somehow missed them...

41
XPiratez / Re: A thread for little questions
« on: November 21, 2023, 11:47:52 am »
I cleared all the map
Wow!  :o You are a monster! Tell us more: your armor, weapons, crew composition, etc. How bad was that turn 1 reinforcement? What do you think about killing floors? About doors with 150 TU to open?
I don't understand how to finish it.
Well, you can't. There are inaccessible turrets below ship that prevent victory.
Could you give a hint where is it hidden?
No, brain is not here.
In fact, final mission have 5, not 2 parts! I hope you have brought means to replenish freshness...

There are exit tiles below big elevator in the upper left part of the map. Very easy to miss, it is dark there. Also, there are tunnels and many interesting loot including some freshness and items unobtainable by other means.
So frustrating.  :D
Oh, there are so much things to be frustrated about!

42
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 20, 2023, 10:24:01 pm »
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?

43
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 17, 2023, 10:37:01 pm »
Has anyone else noticed...

- it takes 4TU's to kneel.
- It takes 8 TU's to stand up again.


Is this by design ??
What would be super nice if picking items from the floor while kneeled would cost less than 14 TU.

44
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 17, 2023, 04:35:46 pm »
Please list the number of midgame missions you do with an uber with bare fists who wears armor that is immune to everything.
::) Pretty much every mission that is available from day one (Scientific Experiments, Temple Raid, ...).
All Bounty Hunt Lvl D missions.
Some Bounty Hunt Lvl C missions (Humanist Arsenal, Reservoir Dog).
Some other early day missions (most notably Warehouse Wars).
An armor I am talking about is mostly "HEAVY SUIT".
You are not only incorrect, you are confidently lying, just to prove a point. So. List them.
Let's just agree that we are playing different games.
It does not. Evasive maneouvers that you only get vs HK type ships doubles your effective dodge.
Are you saying that 1 of 2 available buttons is for evasive maneuvers? I'll check that next time...

45
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 17, 2023, 12:42:08 pm »
Feels like we are playing different games. Without comparisons arguments are dubious. May be XPiratez is hard, but to me it is the easiest mod I have tried yet. (Again, easy to play, not easy to finish!) Which mods do you think are easier?
My main argument why I think XPiratez is easy is that at some point you just stop loosing units (at least ubers) because in most missions there are simply no enemies that can penetrate your armor. And this state of the game is quite long.
The most horrible things in this mod are probably base bombardments, but is that enough to call the mod hard?
Xpiratez is difficult to play like a modern CRPG, without an insane anount of metaknowledge.
Xpiratez is deep, indeed, but I don't think that it is absolutely required to know all of that stuff. You can go pretty far with basic shotguns available from almost start of the game.
If you go into it and attempt to YOLO it, it also gets hard because it is so long, so lucky streaks will run out.
Again, question above: which mods allows yoloing? Or may be the original game?
In one word - there will be no easy park walk. Тhere will be no mercy.
We saying NO to crying vanilla soya eaters!
Only true hardcore!
Only sweat, tears and hard rock!
Looks like a review on "The World of Terrifying Silence" I tried to play recently. And not on XPiratez where many (if not most) missions are doable with 1 uber with decent armor and bare fists.
Did you know enemy craft size affects only gun accuracy but not pilot or hull accuracy?
Ooops! Just realized I am not taking into account the size of UFO at all in my calculations... Actually 053 tells about that.
Did you know that, as opposed to your 50-100% dmg roll, the enemy does 0-100% dmg roll?
Pretty common knowledge: https://www.ufopaedia.org/index.php/Craft_Combat_Mechanics#UFO_Damage_Mechanics

What is truly the mystery is how Cautious attack mode affect evasion. Nothing can be found about that.

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