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Messages - anothrgamer1234

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106
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 11, 2020, 06:11:31 pm »
Not sure what to make of the stats, since it's a "pseudo" melee weapon - i.e. it has a ranged attack for clearing terrain but also a normal melee attack. As far as I can tell the ranged attack has no damage bonus, while the melee attack has 0.5*strength? How does this comapre to other weapons, such as the alloy or plasma sword?

That attack is for clearing terrain? I guess that's why it keeps getting redirected when I try to use it on enemies.

107
The X-Com Files / Re: Sanity
« on: June 11, 2020, 06:09:31 pm »
Has anyone run into any sanity issues yet? I'm not very far into the new version, have only seen sanity drops on UFO landings and the Dagon Soul Harvest, and very negligible there. Could Zombie missions be added to the list of sanity degrading ones? Those seem like they'd be inherently disturbing to be on.

Edit: NVM they already do!

I've had them with the ghost ship mission, but I already made a topic regarding that (short version: nothing that can damage ghosts better than tasers plus a giant map where it's nigh-impossible to find stray enemies equals sanity slowly but inevitably crashing- both for the agents and the player. Incidentally, that's why that mission no longer appears before the asylum one is completed.)

108
The X-Com Files / Re: Questions on damage and armor
« on: June 08, 2020, 05:28:16 pm »
I thought so. I was thinking things like Elerium Missiles and Elerium Bombs would have it, since the name made me assume that it would be used with Elerium-based attacks.

109
The X-Com Files / Re: Questions on damage and armor
« on: June 08, 2020, 09:10:23 am »
I have an unrelated question- does anything in the game deal E-115 damage? I've looked at the wiki, but it seems no attack uses that damage type at all.

Repeating this question. It seems odd that so many things seem to have resistance to a damage type that doesn't actually exist. Is it just not implemented yet?

110
The X-Com Files / Re: Spider Nest Underground
« on: June 08, 2020, 09:06:41 am »
Bio-Exo, for sure. It'll make you resistant to everything the spiders can throw at you and gives you a little extra night vision for good measure. You'll also want better weapons too, try to get the Black Ops stuff ASAP.

111
The X-Com Files / Re: The X-Com Files online Wiki
« on: June 06, 2020, 11:08:04 pm »
I see. At any rate you should at least fix whatever it is that's preventing the wiki from loading at all; right now it's not usable.

112
The X-Com Files / Re: The Second Base - when to build it?
« on: June 06, 2020, 07:30:38 pm »
Depends on you. Do you want some technologies to be researched just a short while before heat death of the universe? Then the single researcher will do :P

In general, at least later game, many techs will absolutely require some team of researchers per tech to be acquired in timely manner (which is kinda weird in case of some things like various hired, not particularly involved goons of "second tier" hostile organisations who shouldn't really be much harder to interrogate than other goons of other organisations, but that's beside the point) - it's just up to you and how much priority a tech has for you to decide how quickly you want it and so, how many scientists you want to assign to it. I don't think I ever researched anything with just one scientist on the research, with exceptions of common regular human weapons and various other mundane "trash" items (licenses, badges etc).

It's still more or less a necessity to do so relatively early on; scientists are expensive and the Science Laboratory requires a hefty amount of research itself even after Promotion II. Better to have slow progress rather than none at all. And don't forget that even with the Laboratory, you'll need the Bio Lab and Intelligence Center to research some techs (most notably the autopsies and interrogations).

113
The X-Com Files / Re: The Ghost Ship
« on: June 05, 2020, 07:22:35 pm »
FYI Bug hunt mode activation also depends on enemy numbers, rank and panicking/moral state.

I did not know that. Maybe it could be tweaked to activate after a sufficiently long turn count as well? Around 40+ turns or more feels like it would be enough.

114
The X-Com Files / Re: The Second Base - when to build it?
« on: June 05, 2020, 07:20:57 pm »
I built my second base much earlier, long before I had a science lab or even a third hangar in my first one. Given the helicopter's short range, I found putting it in the second base was more efficient and at least for now I can still make enough money to keep me going by completing missions and selling the loot.

115
The X-Com Files / Re: Questions on damage and armor
« on: June 04, 2020, 06:42:43 pm »
I have an unrelated question- does anything in the game deal E-115 damage? I've looked at the wiki, but it seems no attack uses that damage type at all.

116
The X-Com Files / Re: The Ghost Ship
« on: June 04, 2020, 06:27:39 pm »
There might be a way. I'll check.

EDIT: Nope, sorry, this seems to be a global setting. (Except bughuntMinTurn, this is something I could apply to one mission only, but it doesn't make sense without other tweaks.)

Weird, I recall that the bug hunt mode activated much earlier on different maps, so I'm not sure why it didn't trigger for me on that one. I restarted my game since I first posted this topic and haven't seen the ghost ship mission appear this time, but if it does I'll send you the save if you need it.

117
The X-Com Files / Re: Alien Embassies
« on: June 04, 2020, 06:22:41 pm »
There were 0 methods in the original game. (you could destroy the alien base, but not get the country back.) So it's still more lenient.

There are many reasons why Alien Embassies shouldn't be removable with no limits, mostly because X-Com is not a political organization and has absolutely no way of controlling if countries ally themselves with aliens or not. I shat bricks to come up with ways to allow it in some very special circumstances which are still a big stretch.

I did not realize that, my mistake.

I recall that you said you were going to do something along those lines in the future involving ADVENT though- is that something different?

118
The X-Com Files / Re: Alien Embassies
« on: June 03, 2020, 10:57:43 pm »
nothey can.
If so, there should be some repeatable method to get keys or some other way of dealing with that.

119
The X-Com Files / Re: The Ghost Ship
« on: June 02, 2020, 11:50:22 pm »
Yeah I realize that, but I can;t really do anything about this short of making another map, and that's way too much work for one mission, sorry. (Ships are big and complex.)

The ghost ship only comes up once, whether you complete it or not.

The asylum keeps showing up until you beat it.

Thanks for clearing that up. Anyway, maybe something like that "bug hunt mode" I sporadically see when a monster hunt mission takes a very long time (at least I think that's the mechanic, I'm not sure about the trigger) could mitigate the map size issue, as could making making more aggressive so they chase my agents down rather than scattering at random. There's bound to be some kind of workaround that doesn't involve modifying the map, right?

120
The X-Com Files / Re: The X-Com Files online Wiki
« on: June 02, 2020, 08:15:16 pm »
Is the wiki still being worked on? I noticed it's missing nearly all the new content added in the most recent update.

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