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Messages - anothrgamer1234

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61
The X-Com Files / Re: The Thing arc
« on: July 16, 2020, 07:33:10 am »
Hi guys. I played this mission recently and loved it! So awesome, plus "The Thing" is one of my favourite movies. I do have one suggestion though: the monsters should be affected primarily by fire and / or explosives, and not by gunfire, just like in the movie! In fact, if it is possible, gunfire should do almost no damage. Can this be done? Even if it's not possible it's still awesome. Thanks for such lovely content  :)

That's already the case!

62
The X-Com Files / Re: Stuck in progression
« on: July 16, 2020, 07:31:42 am »
HQ assault in '98? You're pretty fast. No need to hurry that much, in my opinion.

Anyway, in addition to what the others have said already, you can also use some of the bulkier melee weapons as can openers, if you're desperate. Something like the bardiche maybe, if you have found that already. Flame glove and Staff of Dagon also work, if you have found and researched them.

I tend to use any sort of rocket launchers/RPGs, that I have found in missions and kept just for such occasions. High-Ex is always a winner, but you can also use dynamite, which is weaker, but at least you should be able to buy it at this point.

Other options work well but tend to take longer. No problem, if you have good cover, though. Fire and miniguns deal little damage against armoured cars but reliably due to ignoring/damaging armour, respectively.

It is best to deal with the armoured cars and any other enemies on the surface as fast as possible, before too many troops pour out of the underground base.

Again, no need to hurry. Take your time to stock up on weapons, if you feel you have to. As long as there is other research to do in the meantime, you're not losing out on anything.
If you have the money to spare, I would also suggest buying an Osprey, just for assaulting HQs.

And if you can wait until 1999 when the aliens start showing up, you can supplement your gear with alien lasers, they're the first to become available to you and they remain good for a while.

63
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 16, 2020, 07:24:50 am »
The Black Sphere doesn't give any kind of report when researched. Given its obvious role in the Cult of Apocalypse arc, is this ntentional or a bug?

64
The X-Com Files / Re: Stuck in progression
« on: July 14, 2020, 07:31:19 am »
What you heard was wrong, it's EXALT that's easiest. In any case, Nitro Express rifles are worthless against anything with armor- you want the Black Ops sniper rifles instead, or better yet a Barrett .50 Cal (EXALT enemies sometimes use them). Dynamite works too. Cyberweb enemies are fond of carrying lots of that and high explosives, so beat them up if you need more.

65
The X-Com Files / Re: Alien Embassies
« on: July 13, 2020, 01:06:01 am »
When coming to old it spawns much fewer missions, but they're still a chance
I see. I also noticed that I seem to have an Alien Infiltration mission in Antarctica for some reason. Is that actually able to set up an embassy despite there being no countries to infiltrate there?

66
The X-Com Files / Re: Alien Embassies
« on: July 12, 2020, 09:15:48 pm »
There are 2 clinic types, each with own reward, you need both

I can't remember which size one I did and I haven't seen either for a while- I think that's because the embassy is now on "old" but I'm not completely sure that's the cause. Should I wait for another embassy to open up or do I just need to get lucky?

67
The X-Com Files / Re: Alien Embassies
« on: July 12, 2020, 08:08:46 pm »
Still wondering about the clinic logs thing, if anyone can answer that. Can they only appear in the ADVENT clinic missions or do they show up elsewhere?

68
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 12, 2020, 01:00:50 am »
Destroyed XCOM roboturret corpses don't have proper names, just "STR_XCOM_ROBOTURRET_CORPSE".

69
The X-Com Files / Re: Dossiers wanted!
« on: July 10, 2020, 05:00:13 pm »
Quote from: Solarius Scorch
A very intriguing idea. I like it, but we must be careful to not make Cydonians too "normal". Also, such ideas beg for their own missions or events. I think it's worth a try, though!

My idea precisely, on both counts. Other ones would be more along the lines of "this is what it can do and why it's more dangerous enough to deserve a dossier"- I just figured that for the Ethereals they needed a special touch and remembered a passage in the Ethereal Origins UFOpedia entry that sounded like it warranted a follow-up.

70
The X-Com Files / Re: Dossiers wanted!
« on: July 10, 2020, 02:54:36 pm »
I had an idea as well- what about dossiers for specific individuals among the aliens themselves? I have ideas for a few that could easily be integrated into missions. This particular dossier and its mission would also be dependent on Ethereal Origins and Alien Brain Remains- otherwise it would make no sense due to lack of context.  I even have an idea for its reward- a portable shield generator that would allow the user to generate a Gold Shield like an Ethereal's.

Dossier: The Ancient
ROLE: Renegade Ethereal
AFFILIATION: Ethereal Order (Formerly)
Details: Claiming to be one of the few Ethereals who opposes the status quo among the Ethereal Order, this individual claims that their division of the species into "elites" and "plebs" holds them all back and that the dependence on the alien brains is nothing short of slavery. It says that it wishes to defect and has information vital to the war effort, but can it be trusted?
STATUS: Contact in progress

71
The X-Com Files / Re: Alien Embassies
« on: July 10, 2020, 06:57:25 am »
On a semi-related note, where do I find the ADVENT Clinic Logs? I need them for one of the alien plot prerequisites (And by extension, the keys) and I can't seem to find any.

72
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 10, 2020, 03:17:14 am »
AI skill can be increased through normal exp gain, too, not just awards.
Strange, for sure. Maybe this can be handwaved as machine learning?
UFOPedia explicitly says they can do that.

73
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 09, 2020, 07:49:36 pm »
Do you have Pulse Pistol Chem Clip researched? If yes, then it should appear in the Pedia; if it doesn't, further investigation is needed.

The save file suggests it is (the relevant tech is listed as "discovered"), but the tech never actually showed up for me on the research list. I note that a new version of the mod you released since I made that post changed the research cost of the chem clips since then- that might have fixed it but I don't know if that'll change the issue retroactively.

Edit: After installing the new version of the mod and manually removing the techs from my "discovered" list so I could research them properly, they show up as they should. I can only assume the nonexistent research cost interacted with UFOpedia somehow to make it think it was never researched.

74
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 08, 2020, 08:34:19 pm »
The ufopedia information for the Pulse Chem clips never shows up, even after you share the alien gardens tech with MAGMA. I think this may have to do with me somehow being able to buy the clips immediately after gaining the "Share Alien Gardens tech" technology without having any of the acquisitions show up in the research tab afterwards but I'm not sure. I can attach a save if needed.

Sending your crew to an OOZE nest with the wrong gear, automatically gives them Hazmat Armour. Since these cost $10000 a pop, this kinda feels like a cheat. Don't know if this goes for all the Armour you can select, mine were equipped with Tritanium vests.

The same thing happens with Dimension X missions when you don't have valid armor to use on it and in any case the armor vanishes immediately after the mission. I assume it's a failsafe to ensure you don't lock yourself out of them if you can't afford the right armors. 

75
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 07, 2020, 10:21:14 am »
I'm not that great with Doom lore. But well, anything is possible. For now I am not planning on adding any Doom stuff soon (I have plenty of other stuff to do), but if the time comes, then it's entirely possible.

The lore wasn't really a thing until Doom 2016 anyway, so don't worry about it. It's just something to think about for the Cult of Apocalypse finale, that's all.

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