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Messages - Mrvex

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121
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 13, 2021, 01:23:54 pm »
Cyberweb Battleship raid seems to crash... alot. During enemy turn, but after few reloads (in attempt to prove it) the crashing was gone, but instead i found another, reliable crashing sequence.

So its an assault, my men and women are scattered around it, 2 of them are inside while rest are either around mudranger or around it (Those around mudranger are there for overwatch duty if anyone tries to poke their heads out). When you load this save it will be centered on a sectopod, to the right of it is a trooper in powerarmour armed with heavy plasma rifle. Shoot the centurion she sees and then end the turn (if you destroy him ofc). Then it should crash

I am playing with the resound mod, but i doubt it has any affect on something like this.

122
I was kinda expecting this one, rare and obscure item to not work as intended. Given its the only item in the entire game capable of this.
Since this is pretty much a bugfix, i dont see why this couldnt be implemented.

And that aside, these items should be expanded to give more options since resistance boosting items are quite interesting on their own, just their weight needs to be increased so they arent a no-brainer items. Silkwear ofc is and will be light but if things like keramic underplates (against plasma/lasers) or blast padding, then yeah, that would be heavier.

123
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 04, 2021, 06:17:58 pm »
MiB commander corpse has broken naming



124
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 04, 2021, 06:13:22 pm »
the map layout makes it rather easy.
if you go in with mostly melee stun, you can have it easily in like 2-3 turns...
the easier the mission, the larger the despawn penalty.
(also urgency of the mission is kinda applied, thats why this has so much)

I am not sure easier=larger despawn penalty is applicable. Pretty much all other stealth missions have minimal penalties and some of them sound serious.
Osiron staketout ? 20 points
Syndicate data seizure ? 10 points

I mentioned the massive penalty because i managed to get 3 of these mission in one month so thats - 1200 points, so thats like ignoring a terror mission and then one creature slaughter one and some minor  mission on top of it. Like that RNG was just salt in my wound after i had to fend of MiB assaulting my main base with like five tanks, sectopod, 3 power armour troopers and tons of assholes armed with plasma weapons. But even on its own, 400 its way too much.



125
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 04, 2021, 10:39:55 am »
Is the UAC office raid suppose to be concealment only ? Because 14 enemies armed with deadly weapons that will easily penetrate bullet proof coats seems abit excessive. Also with - 400 score penalty if it despawns (for a concealment only mission, other missions have like minus 10 or 20 if they despawn).

126
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 03, 2021, 08:19:08 pm »
Been playing the Xcom files with my brother, who's experiencing it for the first time :)

We're playing x 1.6,  (we only get to meet up once in awhile as he lives in another town, so it's slow going).

I really love all that's been added since the last time I played. especially the events. And the awards that give little bonuses. Brilliant :)


The game seems a little too generous with osiron loot crates. Maybe it's just the random nature of the game but we got multiple ships and warehouses in a short span. And he kept asking me about all these late-game weapons and such. (I swear we must have opened 30 of the things in one sitting). We were researching MAGMA corp contact before promotion II.



Getting Osiron stuff is rare but extremely valuable. You should feel lucky you got them that early.
You can loot alien or end game weapons from them, like chem pistol which counts as alien gadget you use in recruitment of chief engineer.
Or things like Gauss weapons. First thing to know is that Gauss weapons are powerful toys otherwise hidden deep in the underground storyline.

Dont get too hyped for MAGMA, the only "freebie" they will let you buy is the cannon, which is pretty much a low capacity, supped up rifle that can fire buckshots, AP rounds, explosive or incendiary rounds. Not bad weapon, but quite heavy and requires good shooter and TU management. Also one of the few ways in the early game to ignite enemies from a distance.

Most of the actually good stuff comes from missions you get from them, these have prequisites and they are one of a time thing, once you complete them, they wont spawn again. And these missions are the problem. The first one is reasonable with blackops weapons, but in others you will need Promotion III gear to not get atomized. Also some other rewards require you sharing tech with this corporation which pisses of council.

First mission needs you to have a life capture of zombies, fat zombies and infestors and this first mission, once completed will reward you with a double barreled shotgun, this thing will one shot most enemies in the game unless they have armour. So animals and creatures will be dropping dead from full health if they get hit. God tier weapon i overlooked in my first two playthroughs and i regret it.

127
The X-Com Files / Re: Melee AI
« on: January 02, 2021, 07:55:15 pm »
I'd do that if I could... But why would you cut their time units? That would make them way less eager to charge you, as they would fail to reach their target more often.

In my head i pictured it that animals and other melee things would try to close the gap in one or two turns, giving you a time window to CC them or mow them down or to relocate. To promote more mobile playstyle. And because of all melee things charging you in large number, lesser TU to reduce the threat of a singular creatures if they do reach your men, while large number of them is still as dangerous.

128
The X-Com Files / Re: Melee AI
« on: January 01, 2021, 03:56:07 pm »
This is all 100% false and very misleading.

Yes, a lot of animal units have the "psi sense" to simulate special perception abilities (like "tremorsense" in DnD), and it's usually not very long range. However, they can also still see normally, and for the standard distance (same as humans). There are exceptions, but most enemies see just fine, period.

The reason why the AI is sometimes hesitant to attack is because it's in its code to be cautious. It can only be controlled partially by me (basically giving them higher aggression and manipulating attack speed), but it's not a bug, it's how the AI "thinks". Monsters are often too wary to just run at you if they're too far away, and there's not much that can be done about it. Well, technically I could give them the Leeroy Jenkins mode, which causes them to ignore their own safety, but in most cases it doesn't seem appropriate.

Well that explains alot.
And i wouldnt mind if monsters in this case were really after blood with some balancing to decrease their time units to compensate for the fact that the whole map will go after your men the moment they are spotted in large number.



129
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 01, 2021, 11:30:06 am »
Ah, that may explain this. Not something I've had a need to pay attention to so far, as usually it's been my own agents who got zapped with lasers and the like, and there's nothing to salvage from their corpses anyway regardless of what killed them (maybe not so with more advanced armours, but I've yet to find out). I've been pretty reckless with my AI Units, using them to scout and spot under the assumption that it's no big deal for them to get shot down anyway, but it looks like I'll have to adjust my approach or limit their use on alien missions. I've also just now discovered that units and items on the ground can in fact be interacted with by things other than fire and explosives after a rookie accidentally shot an Osiron Goon who was bleeding out on the ground, so it could even be that the Roboturret hit my drone wreck after it was on the ground already with one of its auto shots, rendering it totally beyond repair if it wasn't fried enough already.
Oh, I've made extensive use of this mechanic throughout the campaign, saving the precious lives of my agents and at times kidnapping stray aliens or looting equipment on a mission I wouldn't have wanted to seriously attempt. Absolutely comical to imagine one of my agents running back to the transport vehicle with an entire bleeding out Snakeman or Muton in one hand, and since being overencumbered doesn't come with any TU penalties until the next turn, this is something that happens with some frequency.

On the ground units can be hit yes, this is how you also finish off enemies that are KO you dont want getting back up like zombies, just put a bullet to them while they are down. Or apply handcuffs if they arent prone to break them. Another layer of protection is to simply confiscate their weapons and then either keep them in your baggie or toss them to incassesible place like a roof of a building, tree or something like that. Sectoid has no way to attack you without weapons so even if they wake up they will wander around aimlessly so you can simply walk to them and smack them once more. Saves some cuffs and provides more melee training.

Tanks and more advanced armours can be repaired after battle, its cheaper and quicker than making a new one, but your Agent needs to actually make a corpse, not a heap of ash.

Stuffing singular person was quite handy when Infestor spawned 6 titles away from my helicopter, it only took 3 shotguns firing to KO him, stuffing him to backpack and retreating without having to fight the other +30 zombies. So thats how i unlocked Trasher shotgun very early on. Too bad it took few more months before anyone could use it due to its excessive weight and the other mission requirement, but when they could, one tapping werewolves and majority of enemies is really satisfying.

130
The X-Com Files / Re: Monsters: Final Solution Question.
« on: January 01, 2021, 01:50:38 am »
Really dont, as attractive as it sounds to put an end to it. You are gimping yourself by removing a easy training for your troops. What will you be left with are training 40% aim rookies against heavy plasma wielding mobs of aliens + things like cyberdisks. Or dodging missiles and laser tanks from MiB.

Research it when you are about to finish the game for completion.

The only creature you are missing is the Muckstar (Its not a X-dimension creature).

131
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 31, 2020, 08:58:40 pm »


What causes AI Units to become unrecoverable after getting wrecked in combat? The UFOpaedia entry seems to imply that they should generally (or even always) be recoverable any time a HWP chassis is destroyed during a mission, but I've lost two so far that I'm no longer getting the option to recover via the usual AI Unit Restoration option in the Transformations menu. They'd been destroyed several times before in a variety of ways and restored just fine, so I'm a bit confused as to why sometimes they're lost forever.

One I'd lost early on in the campaign; my Scout Drone took a couple hits from an AKSU-74 on a mission that was eventually aborted with the wreck outside of my transport vehicle, which I thought accounted for the AI Unit becoming lost as well. The other one, though, was destroyed under fairly unremarkable circumstances; my Flying Drone was taken down by a Cyberweb Roboturret's lasers, and upon completing the mission as normal just a turn or two later, I was surprised to find that the option to restore the AI Unit was not available. Nothing happened to the wreck afterwards that would destroy it or interact with it in any way. If it matters, this happened on a Cyberweb Lair mission.

Is there maybe an element of randomness as to whether an AI Unit is recoverable or not? Are there specific conditions that prevent them from being restored? I'm unlocking a lot of interesting new HWP chassis lately and I'd hate to think that I wouldn't get much of a chance to use them. I understand that Alenium Shards are intended to be limited in number, but is there a way of procuring more than the initial three? Any guidance would be appreciated.

Energy weapons like lasers or plasma weapons can incernate corpses. This will happen to the enemy too and will kinda suck if you down a rare/hard to kill enemy with valuable corpse but you end up turning it to a ash heap or alloy puddle. Also incernation prevents double-life enemies from peeling to their second form. It kills them outright.

Also, if you run away from a mission, you dont loot anything. If you want to carry anything from a mission you evac from, stuff it in your inventory. In rare circumstances it is easy to just grab one guy you need and running back with him in your backpack and leaving. Or singular item and GTFO out of there.


132
The X-Com Files / Re: Melee AI
« on: December 31, 2020, 12:56:49 am »
Ah yes, creatures and their shoddy perception.

Yes, that is why is that, alot of creatures have really shitty eyesight (or non at all) when compared to Humans so you can pepper them with lead with impunity.
Alot of them have "psi sense" which could be interpreted as them being able to smell or sense in some way your troops.
If i look (UFO pedia) at the standard spider, it has psi sense of 15, so its spotting distance is 15 titles if they turn in your direction. Human troops can see way beyond that distance and with things like blackops rifles you can easily shoot across the map via aimed shot.

Alot of creatures have this and the whole gameplay around them is based around your troops maintaining distance while picking them off one by one, ocassionally retreating if they get too close. And creatures really hit hard, hell, something like a Werewolf can destroy your tank if he gets in melee. And high numbers can be problem too. It kinda sucks if your craft lands in a middle of a city with +33 scorpions scattered in every building so its impossible to tear them to pieces during your own turn and you need to use reaction fire.

There are few creatures with ranged attack so dont get too comfy, but they are rare or their damage can be countered with non-end game armor.

Use creature missions to train your troops, thats the purpose i use it for since beyond helicopter craft it has become impossible to lose.
And when you get flying suits, then its just a training exercise while your troops can shoot them with impunity.

Edit: There is an option for sneaky AI in advanced options, but i cannot fathom maintaining my sanity with it. It can be infuriating hunting one thing in a jungle that doesnt even try to hide.


133
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 26, 2020, 06:00:18 pm »


It was the defense of the mansion against the Exalts. On the mission, I took a drone, a rat, 2 dogs and 4 agents with all stats, except for melee combat, maximally raised (for this stage of the game). Armed at the start all with two-handed electric stunners and 2 with MAC-10, 2 with light cannons (first trial). On the first moves, I stunned as many civilians as possible so that they would not be killed immediately and ruined the house with grenades. At this time, the dogs stood in the courtyard in front of the doors and waited for guests, and the rat simply hid. Then he gradually took all the residents to one of the windowless storage rooms and put the drone inside the room in front of a closed door. When the enemies began to come more actively, I had to move from the courtyard (there is no roof there) into the corridor. But after some time and a dozen or one and a half corpses, the crazy grenadier smashed and burned this room and had to retreat deeper into the building. For a while, it was possible to shoot back, looking through the windows from the room, opposite the front door, but the outer window made me a little nervous, even though the rat with psi-vision illuminated the approaching enemies. Then, with a wrench, i made holes in the walls and placed the dog comfortably so that it would calmly kill everyone who came. On the second floor, there was also a war, and I burned part of the floor myself, and the other part was destroyed by enemies with miniguns. When I had to go to rearm, I put the dog in one secluded place behind a broken wall, in which it is not visible from the street and it easily kills those entering the stairs to the second floor.
When the mass panic had already begun and the enemies stopped coming, i began to inspect the territory from the roof with a rat, broke the wall on the ground floor so that it was convenient to go outside and showered the territory with flyers. Two armed with sniper rifles that ignore 25% of the armor and went to the roof. Then a couple of grenades and 3-4 shots of snipers and the armored car was destroyed. Victory with 2 dead civilians who, after the middle of the battle, simply trampled in a closed room.

Now thats an interesting way to solve an otherwise harder mission at this stage of the game. Stunning and hauling civilians to a room so they dont hurt themselves is quite genious way to get the best score possible.
Really, sometimes creativity does solve what otherwise would be a blood bath for both sides, or would require good gear.

134
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 09:14:17 pm »
I try to try all possible options and styles of fighting, but some moments forcefully nullify all efforts. Instead of running around and shooting in smoke and behind small shelters, everything began to come down to finding a roof over your head (otherwise they would immediately throw grenades), doors and walls, and waiting for the enemies to come themselves, even if time is limited.
Or the second option, for open spaces, when we pack 5-8 fire and explosive grenades into each agent, throw smoke grenades into half of the map, and after a few rounds we run out and start flooding the map with fire and explosions at the light of the rat.

2 last, many hours, battles, I was able to get the agents out of the plane only after 20-30 rounds, otherwise they just killed immediately, even with a strong smoke. Hehe.

This is relevant in advance 2 with tritanium body armor as the best armor against kinetic weapons and no protection against explosive damage.

The Assassins, by the way, are perhaps the most frightening opponents for me. And in general I agree that other factions have strong traits that Red Dawn does not.



In general, against Exalt, Red Dawn, do missions at night against them. DONT do night missions against  Lotus.
Ninjas are hard to spot already, night just adds more insult to the injury.
Scout drones have anti-camo, capable of spotting ninja's better than humans.

One way to discourage grenade throws is to space out your troops. Have 4-5 titles distance between them and its just better to have one guy hit than two. That helps considerably.

Also just preventively prioritizing enemies with one empty hand or enemies that have mysteriously acted way too little in their previous turn (As if they were preparing a explosive) to cut it down more.
Osprey and Kitsune are neat that you can stand beneath them to cover from grenades.

Some crafts like Skymarshal and Ironfist have some unique features to deal with dropsite ambushes. Skyrmarshal has side doors you can use to shoot from while they close at the end of each turn, giving you a protection. Ironfist has a staircase to the roof, perfect way to launch mortar grenades or just general explosives to the outside. You are bound to unlock Skymarshal at some point or the other and Ironfist requires a deep dive (pun intended) to the underwater tech tree.


What Red Dawn has is wide use of the sniper/spotter mechanics. Few players can deal with that.
That is one strenght i can definetily give Red Dawn props for as this is an actual threat of them and requires more vigilnce from the player as to not leave soldiers in the open under the pretense of them being far away giving them safety.





135
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 25, 2020, 06:39:42 pm »
I'd say this qualifies as a "unique playstyle" :)
I guess so
But i am under the expectation that people utilize every aspect of the game whenever possible and something like this is pure no-brainer from me.



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