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Messages - anothrgamer1234

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91
The X-Com Files / Re: Question regarding enemy deployment
« on: June 26, 2020, 06:21:59 am »
Ha, yeah it's so weird getting those Vamp Knights early on. Since you can't research them yet it's like no one was even the least concerned about the giant sword wielding maniac that took an entire squads firepower to put down.

Yeah, I took one look and aborted the mission (after a few reloads confirming that even if I killed the first one with my inadequate weapons, the second would still kill me anyway). And I did finally get those infectors, about time too. Unfortunately now I have the same problem finding EXALT Masters. Typical.

92
The X-Com Files / Re: Question regarding enemy deployment
« on: June 25, 2020, 05:49:58 pm »
Yes, they definitely appear there.
And sorry about that M.A.G.M.A. requirement, I've completely forgotten...
I can only assume I've been having terrible luck so far, they've yet to show up on any of the previous ones I've done. And yet I still had to put up with Vampire Knights on a citizens vs. Monsters mission I was sure would have them...truly this RNG is cursed.

I just hope that one of them has what I need, because I don't fancy the idea of going without pulse weapons , heavy cannons, or TNEs by the time the invasion begins.

93
The X-Com Files / Re: Question regarding enemy deployment
« on: June 25, 2020, 05:18:07 pm »
They're present on "bigger" infestation mission, which appears at random. but you can also just accept a mission from M.A.G.M.A., the first one always has these enemies.

That's part of the problem: said M.A.G.M.A. mission requires the "They are Breeding!" zombie report, which requires an infector to get. I've looked at my mission queue and it says that I'm due for a medium infestation or two- is that enough?

94
The X-Com Files / Question regarding enemy deployment
« on: June 25, 2020, 07:40:10 am »
Despite being in July 1998 and having researched Zombie Evolution Hypothesis, I've yet to see a single Infector and want to know when I can expect to find one. Is there anything within my save file that would specifically indicate whether or not one of them will appear on a zombie infestation mission?

95
The X-Com Files / Re: The X-Com Files online Wiki
« on: June 22, 2020, 01:57:34 am »
I hate having to double-post, but is there at least an archived copy available that's reasonably up to date? I've been trying to use Internet Archive but all the combat analyses are just blank pages on its most recent stored copy.

96
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 19, 2020, 05:53:21 pm »
To follow up with the mention of the Cult of Dagon HQ mission, they'll also have alien backup- Deep Ones, Gillmen, and Gilldogs. Most of the Deep Ones only have melee weapons, but a couple of them have sonic pistols- which will hurt a lot at the time you're likely to do this mission.  That said, even their spears and hatchets do a lot more damage than they'd expect and those Gilldogs have a way of blending in with all the scenery.

Also, capturing and interrogating an enemy will give you a profile of its armor rating and damage multipliers. Since the wiki is currently unavailable, this is the only way you can get that information! Always make sure to stun and capture anything you don't recognize, especially since some enemy types don't appear much and you might not get another chance to find one for a long time (or at all in some cases like after terminating a cult). I suggest electric clubs and the like for stunning reliably, you'd be surprised how many common enemies resist stun damage from tonfas and even the dart rifle/pistol rounds.

Update: The wiki is available now so you can check the combat analyses without needing to interrogate first, but having a reference available at any time is still useful and the wiki hasn't been updated with the newer enemy types yet.

97
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 19, 2020, 05:44:24 pm »
Apparently deleted by the administrator, as per my report (incoherent rambling spam).


Blaster Launcher? Mind Missile? Advanced Rocket Launcher in general?

I think he might have meant that in terms of regular guns rather than rockets...although seeing as though they would be virtually unable to miss if guided properly yet lacking the capability to wipe out your own squad if guided wrong, I get the feeling such a possibility would be a migraine to balance. In any case, I'd also suggest he learn how to type in English before he makes any further suggestions.

98
The X-Com Files / Re: The Ghost Ship
« on: June 17, 2020, 07:08:04 pm »
Right now I can't think of a mess-up that would actually necessitate something like that (short of deleting large parts or the entirety of the save file). Most of the critical entries can be recreated if know approximately what it is you deleted or changed, and the game should repopulate the mission section upon reloading. You can also simply save in a new slot or make a backup out of game (if you're running ironman) before modifying anything just to be sure.
Yes, or set it to 0. Both should work.

Code: [Select]
missionsRun:
lists the number of times mission scripts with a maxRuns attribute other than default -1 have been executed (i.e. been spawned/set to trigger). For details see the ruleset reference. While the save file structure is a bit different from the rulesets you should be able to infer what entries correspond to in-game.

The weird part is that according to the save the mission had already been run once before (apparently without my knowledge)- perhaps it didn't count because it was never detected? In any case, I've removed the entry just to be safe.

99
The X-Com Files / Re: The Ghost Ship
« on: June 17, 2020, 06:34:38 pm »
That will keep it from spawning, but it won't respawn as long as it's listed in the missionsRun section.
So do I just delete its entry there too? I'm new to this save editing stuff and I'm worried that I may need to restart my run to fix it.

100
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2020, 04:56:06 pm »
Is that with a new save or are you loading your old one?

The latter, because I didn't realize that it wouldn't affect the mission if it was already generated.

101
The X-Com Files / Re: The Ghost Ship
« on: June 17, 2020, 04:53:00 pm »
So you're trying this out with an old save file? That wasn't made clear in your other post under bugs&crashes.

That won't work, and changes made in the new version won't be able to fix that either since it's already set to spawn in your save:

Code: [Select]
  - type: STR_DR_HADRIEX_CRUISE
    region: REGION_DR_HADRIEX_CRUISE
    race: STR_CULT_OF_SPIRITS
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 10150
    liveUfos: 0
    uniqueID: 368
    missionSiteZone: 8

You can reset the mission counter under:

Code: [Select]
missionsRun:
but i'd either let the mission despawn or abort it before doing that.

Well damn, I did not know that. What should I reset that to when it despawns- do I just remove it outright or change the number next to it?

EDIT: I removed it from the list of missions to be spawned. Will this work or did I just make a big mistake?

102
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 17, 2020, 09:31:14 am »
Cross-posting this from my other thread, as I had the impression it was supposed to have been fixed.

I got the Hell Cruise mission before completing the asylum one...AGAIN. I thought it might be because the release with the fix isn't public yet, but even after manually bringing up my game to the latest version on Github, the game still makes the mission appear.

Until the fix is properly done, is there a way to forcibly make the game forget it tried to run the mission so it has a chance of appearing again? I'm sure it involves editing the save but can't figure out which part to change.

103
The X-Com Files / Re: The Ghost Ship
« on: June 17, 2020, 08:53:05 am »
Are you totally sure this was fixed? Because I got the mission without completing the asylum one...AGAIN.

I think it might be because the release with the fix isn't public yet, so the sooner you can release 1.4.1 the better.

EDIT: Even after manually bringing up my game to the latest version on Github, the game still makes the mission appear. Until the fix is properly done, is there a way to forcibly make the game forget it tried to run the mission so it has a chance of appearing again? I'm sure it involves editing the save but can't figure out which part to change. I've attached the offending save file in question, if run it should generate the Hadriex mission within a few days despite the asylum mission never being completed- I tried to run the asylum mission previously, and I wonder if it can't tell the difference between the mission being attempted and the mission being successful.

104
The X-Com Files / Re: zero casualty runs
« on: June 15, 2020, 06:09:40 pm »
I feel like I could have done it with a LOT of reloading old saves, but after a while it just felt like more trouble than it was worth. I still reload when an agent with good stats dies, I don't like wasting time trying to train up replacements on short notice and I can attempt an Ironman run some other time.

105
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 12, 2020, 05:57:27 am »
Is the mortar's accuracy modifier supposed to be affected by psionic strength? I can't tell if it's a bug or just an odd design choice, but asking here just to be safe.

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