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Messages - Mrvex

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46
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 04, 2021, 05:42:42 pm »
[EDIT: Fixed. Thanks!]

Can you elaborate? Making both the Mass Driver HWP and its ammo have the same prerequisites, which is "HWP Mass Driver". This research depends on "MASS DRIVER CANNON" and "Heavy Weapon Platforms".

Alright, i'll explain

Mass driver tanks and its ammo can be manufactured by XCOM if you just research UFO powersystems and Mass Driver Cannons (I got mass driver weapon from Osirion loot box).

But you cannot make your own mass driver weapons for infantry. You can make one for vehicles... but you cannot make handheld versions.

To be able to make a mass driver weapon for a HUMAN you need:
- ELERIUM battery <---- this one is locked in RNG rullete of Engineer/Leader integoriation
- Mass Driver weapons

To be able to make a mass driver for a TANK, you need this
- UFO power systems <--- this one is plausible in early game
- Mass Driver weapons

So XCOM can make tanks, but not rifles and pistols. Like there is some logic in this if you want to leave it as it is because its much more plausible that XCOM can make these railguns  on vehicles because they can be equiped by heavy batteries to power it and the tank has the strenght to move around with them, but handheld versions need alien grade batteries because otherwise the gun would be unusable by humans from its shere weight to be able to even power such thing.


47
The X-Com Files / Re: Want to help?
« on: September 02, 2021, 07:50:58 pm »


Plus, it will call some attention to the rampant piracy. I'm not sure Solarius wants to duke it out with the remnants of Blizzard who exactly can or cannot use Diablo 1 sprites, or with the copyright holders of the Thing soundtrack... :-X

This is... a fair concern, you got me there.

48
The X-Com Files / Re: Want to help?
« on: September 01, 2021, 11:35:43 pm »
Solarius, while this post isnt related to coding/making stuff in game. Would you like a steam guide, for this mod in particular ? This mod can be extremely confusing at times and tips and tricks or whatever you need to do to get your boots of the ground could be appreciated for some new players.

Steam guide does have more tools than posting here on the forums and i am sure it would be more convinient to access too.
Like here is what i would envision the guide would contain
Guide would assume the player has successfuly installed it
- The standard jargon that this guide is from a fan and not from the official team and bunch of disclaimers and... that kind of stuff to cover our asses.
- Major differences from vanilla XCOM and a vague description of them, things like Close quater combat, surrendering, rewards etc...
- Advanced settings and possible alterations you can do as player.
- Starting the game, difficulty and recomended starting location
- Some basic tips for research to get the ball rolling, recommended guns to grab.
- Explanation of how promotion works and all the possible ways to archive them
- General combat tips and tricks, how to best utilize certain weapons.

Tons of stuff will be hidden as spoilers with a thick text mentioning that there is a magic in to discovering stuff yourself and that this guide is only if you are desperate or just need to get unstuck ASAP.
Guide wont contain like all enemy types and mission types or any of this stuff, frankly, i lost count how many mission types and enemy types there are but my guess that its more than the entire XCOM serie combined.

It wont contain weapons and toys either, too much and its just better for the player to discover them as he goes. Only certain starting weapons might be highlighted as useful or notable.
It wont contain factions and their arsenal or lore, only what is absolutely nessesary so the player can make it to 1999 and have decent odds.

Before i would publish it, i would present it to you first so you can dismantle it and tell me what should be changed etc... so it would be.... presentable with some honor.
That is, if you would like such thing in the first place, your call.


49
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 01, 2021, 07:24:39 pm »
Its possible to make Mass driver tanks AND ammo for it despite XCOM cannot even manufacture mass driver weapons for infantry.
Mass Driver guns require Elerium Battery to make, but vehicular one's only need "Mass Driver Weapons" which is WAY easier to get via Osirion loot boxes and some basic UFO research.

50
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: September 01, 2021, 05:08:17 pm »
After having a mission in the desert, citizens vs monsters who decide to charge out of their african mudhuts to face scorpions. One thing hit me when i heard the satisfying crunch as my soldier smashed one with his fist.

One thing hit me... couldnt carapace plate be made from Scorpion bodies too ?

51
The X-Com Files / Re: Training Methods / Collecting Medals
« on: August 26, 2021, 10:20:49 pm »

Exterminator - Same as executioner, but more difficult. Gives 2 Health per level instead of Stamina. Noice! But not an easy feet. On low difficulties this will rarely happen, unless you really put your mind to it. (Does this mod have nukes like in Piratez?)


Most reliable way to get this is to use Mortars, they have sufficient strenght and splash area to one shot alot of enemies at once. Elerium explosives are possible too but mortar is more accessible than E-C4
Advent clinics were a good place to farm this due to guaranteed enemy spawn point.
Mortar shot at turn 2 at the clinic itself and then you hear like 10-12 screams and bodies being splattered and floors collapsing.
E-high ex though can do similar mayhem, it does destroy UFO hulls so its possible to massacre things like troop transports with them.


52
I would like randomization for human enemies too, not aliens cuz they are pretty much clones. Robots are products so they should be copy and paste to each other. Monsters could be randomized abit too.
Like cultists should vary excessively in their quality, i dont expect random hooligans, drug addicts and hobos to fire as well as trained police officers. Some of them would be better with a knife than a pistol instead of all 10 of them being average at both. Having tougher cultists with more HP, but being the first one to panic etc...

That being said if its even possible to have it for enemies ?

53
The X-Com Files / Re: Entere the alien embasy
« on: August 21, 2021, 06:27:48 pm »
I always understood the infiltration as the soft timer of the game, while XCOM 1 has country panic and XCOM 2 has Avatar, countries pulling away over time, cutting you off your money would be...well a timer.
If it wasnt actually completely void, by the time you have so many countries pulled out from giving money, you probably have so much money in reverse and any UFO run and selling of plasma weapons and its contents would probably keep you well above the water in terms of finances.

Like, if countries could pull out prior to 99 then i would call this artifical difficulty but some responses to it seems abit excessive for both sides when in the end the country pacts mean fuckall in actual game. Yes you losing some money with literally no way to prevent it and now no way to revert it sucks, but it doesnt break the game because at the point where it would become gameplay affecting (Like 50% of countries pulled out) then XCOM probably is so rich at that point and the game has run over its suppose lifespan, the game doesnt expect you to drag on the fight against aliens for like 5 years....


54
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: June 25, 2021, 07:20:08 pm »
Kneeling and running enemies...

That actually makes me want to ask a question, but is it possible to know when enemy walks and when he runs (So its possible to estimate his energy and possible TU reserves for reactions ?) ? When i initially started using the run ability it i was disapointed that the soldier has copy and paste animations of walking and running and i had trouble finding out if i am actually running or not.

Also who are Olympians ?

55
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 02, 2021, 05:47:22 pm »
You know, i was always thinking about making a mod similar to this, to add new toys to XCOM, but since that went nowhere i guess they are nothing but ideas but i wanted to add hollow point rounds (larger flat damage but worse against armoured enemies), dragon rounds, some WW2 weapons like panzerfaust or MG42 and i even thought off to make Goliath as drone armor as XCOM suicidal unit.

What i've came up with also supposed to add new early game weapons to XCOM through workshop, that you would get a new resource called scrap and you would use it to manufacture home made weapons for XCOM, mainly molotovs and nail bombs as a way to get incendiary weapons and grenade like weapons before the explosives license, they would be far weaker than the standard stuff but still a petrol bomb landing on cultists face will hurt alot.

One interesting concept i came up with a new weapon type, the Wavelenght Emitor Cannon, which would shoot microwave beams with auto mode (low armour pierce but would do incendiary damage) and gamma beam mode (Which would have massive penetration and would probably do emp damage but would damage living things considerably too)

And laser weapons in general could get different ammo types affecting their wavelenght and their purpose, shorter wavelenght would penetrate more while longer would do things like ignition and could work as a flashbang in the penalties it would cause.



56
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 30, 2021, 01:00:23 am »
Playing XCF and loving it as always. Some inputs on balance from me:

I think I might end up unlocking multiple tiers of research at the same time. I mean that by the time I will have the prerequisites for personal armor research, I will be already most way through to higher tiered armors and other items.



That is the exact thing that always happens to me that by the time i unlock something, something just way superior can be researched right away and its all due to the RNG reward roullette of tech and cross dependencies and dependancy on end-tier laboratory which has its own set of specific requirements. Until the whole end game and tech access is reworked, RNG completely controls the flow of the campaign. Solarious is aware of that..

And it does hurt the game which otherwise has quite smooth tech and gear progression.


57
The X-Com Files / Re: 1.8 Feedback
« on: May 24, 2021, 07:13:26 pm »
Hey wanted to leave some notes. Not sure if it is related to 1.8 or earlier ones too. Started game at 1.5 and updated to 1.8.
Played for a year on weekends. I noticed that i had no base attacks and maybe only one terror mision.
I guess my raven-avalanche tactics worked way too great.  It just sad :/ i love terror misions and base defence.
It adds extra flavour to game. Maybe we could have forced attack on base if we destroy cultist or sindicate or alien base.
 My base has no mind shield no defences, just solders waiting for guests :D

PS: Absolutilatly LOVE this MOD!! ClosetYeti letsplay reminded me about this mod, was fun to get back to it from i guess 1.2.

Oh dont worry, you will get raided eventually with something you CANNOT shoot down without plasma cannon mounted on shielded Avenger (end game craft and gear)
There are "forced" invasions actually by completing certain missions that will force a faction to retaliate and send a APC to your base.

Though, these are more or less relying on suprise factor because Scarab or Dragonfly will explode to thousand pieces if you intercept it or your base defences hit it.
And, i dont want to spoil but sometimes what you can get will suprise you, the possible combination of visitors is rather large and i hope you have some skills in tank busting in close quaters...

58
The X-Com Files / Re: Real weapons overhaul discussion
« on: May 24, 2021, 11:26:45 am »


Image human based plasma weapons for some fraction, its could be even objectively worse that aliens one but it will fit and expand lore.
This could be used for core game play too as stop gap solution to smooth transition between weapons tiers.

They do already exist, Cyberweb has some pathetic attempts, UAC has actually gotten some decent plasma weapons going, even if still weak when compared to the body shattering plasma blasts from alien, elerium powered weapons. And it does fit these two factions given their high tech and experimental nature.

Even then, even with confiscated weapons i rather not even bother with plasma weapons till i get the actually good alien stuff, alot of things resist plasma damage and its just better to shoot someone with a high caliber rifle across the entire map and drop them in one hit, with ammo you can buy whenever you want, regardless of your progress.

59
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 07, 2021, 02:47:44 pm »
Solarius, is it intended that X-Com is free to murder UAC employees with impunity? It's one thing to kill UAC mercenaries during an "arrest", but how come X-Com is free to straight out raid a UAC R&D-Lab and pretty much kill everyone on sight without even getting so much as a negative score? Most of the engineers are bystanders, yet they are treated as legitimate targets.



Its a core feature thing, you can only have 3 teams in game, XCOM, Civilians and XCOM Allies, then Enemies themselves
Engineers if they would be be placed to Civilians, they would be attacked by UAC guards which makes even less sense than XCOM trying to contain informations and forbidden knowledge.


60
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 07, 2021, 12:06:36 am »
What about some kind of mission where you ambush a UAC convoy in a forest or canyon or something while disguised as Westmen? Maybe using only weapons Westmen use?

If you are ambushing them in the open, having disguises is completely pointless since there is nothing to infiltrate, you are far from cities where things like tanks and miniguns would raise alarm.
Not even making a bait in the open would justify enforcing concealment rules, given that XCOM could have 1-2 live baits in disguises to do the talking while rest of the team simply hides with full XCOM arsenal.

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