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Author Topic: Mansion Mission Reports (Please Contribute)  (Read 47424 times)

Offline Surrealistik

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Re: Mansion Mission Reports (Please Contribute)
« Reply #90 on: August 28, 2016, 10:06:04 pm »
Ghost is actually not that great in close quarters. Since it's visible from 5 tiles away, you have to hide pretty far away from a corner to prevent people from seeing you when turning it. I'd say seductress/fairy is better because it also ignores armor but captures instead, and obviously ragnarok is pretty strong but since it can even overkill power armor, it's not that great unless you don't mind blowing up the loot. But ragnarok+wand of peace/rending is quite good. Witch outfit (for MC through the floors) would be where it's at imo. Scout with your puppets, get a few seductresses/fairies to stun to extra ones and proceed. Maybe Destructor for some tanking, but you can have the (armored) puppets do that.

I'm currently running an earlier version with the old invis while I wait for the kinks with the latest release to be fixed. That said, I systemically obliterate the map with mass telekinetic projectors to flush the cockroaches out of hiding, so there tends to be longer sightlines.

I don't have fairy armour.

I did actually use mass seductress during that successful run. However, I have pretty mixed feelings about the utility of Seduce given its high cost in TUs, Energy, Morale, etc, relative to the outcome and how I really don't want to have to deal with enemies getting back up and retrieving weapons when I'm running shit armour given how long the mission tends to go on, especially on JS Ironman. Mike Myers mass murder with ghost knives definitely afforded greater peace of mind; shock and awe also panicked the rest of the mansion, making it much easier to deal with.

If the Witch outfit is usable, I'm definitely running that next time (I was unclear as to whether or not it was permitted and didn't have it at the time of my first mission), especially given how it enhances the Telekinetic Projector, assuming I don't find that Mind Control is too powerful (which I'm leaning towards at this point).
« Last Edit: August 29, 2016, 12:27:43 am by Surrealistik »

Offline Dioxine

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Re: Mansion Mission Reports (Please Contribute)
« Reply #91 on: August 29, 2016, 03:50:25 pm »
It is allowed. Also there are means of keeping stunned enemies down (at least if you don't plan on leaving them down for more than 100 turns) w/o the need to hurt or guard them.

Offline ivandogovich

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Re: Mansion Mission Reports (Please Contribute)
« Reply #92 on: August 29, 2016, 03:52:29 pm »
Also there are means of keeping stunned enemies down (at least if you don't plan on leaving them down for more than 100 turns) w/o the need to hurt or guard them.

Smoke grenades work quite well for these purposes.

Alternatively, Meridian also has the option to allow "Coup de grace" to pick up a stunned enemy and kill it if you have a melee weapon.  Not something you would want to do with valuable captives, but something to consider for chryssalids, etc.

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #93 on: August 29, 2016, 08:31:33 pm »
You can also shoot the tile where they lie. I've autoshot stunned chryssalids before to finish them off. It's a very handy addition of OXCE to be able to target fallen units with bullets instead of just explosions.

Offline Surrealistik

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Re: Mansion Mission Reports (Please Contribute)
« Reply #94 on: August 29, 2016, 09:13:43 pm »
Bottom line, you definitely want to panic the mansion before you get heavy on captures.

I'd be interested in knowing how to ensure an enemy is stunned for 100+ turns without babysitting it; I'm aware of smoke but is it really that effective?

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #95 on: August 29, 2016, 11:16:31 pm »
Smoke helps. On enemies, stun damage drops a little bit every turn, but most enemy that don't have smoke resistance (ie most enemies that are in a mansion) will take a decent amount of stun damage from being in smoke too, so it more or less averages out to staying stunned longer than enough.

Would be neat to be able to use the rope as a way to tie stunned enemies. And also a knockout gas proxy grenade. Prime and set on body, if they move, BAM, they get stunned again. Actually I sometimes just drop a primed knockout on stunned enemies, but that has the disadvantage of: 1- wasting a knockout if the enemy wouldn't have risen any ways 2- covering the map in smoke. A proxy that explodes only if needed would be much better.

In fact, I'll mod one before my next session! There's never enough knockout gas :D

Offline Premier

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Re: Mansion Mission Reports (Please Contribute)
« Reply #96 on: September 01, 2016, 03:58:49 am »
Quote
Would be neat to be able to use the rope as a way to tie stunned enemies. And also a knockout gas proxy grenade. Prime and set on body, if they move, BAM, they get stunned again. Actually I sometimes just drop a primed knockout on stunned enemies, but that has the disadvantage of: 1- wasting a knockout if the enemy wouldn't have risen any ways 2- covering the map in smoke. A proxy that explodes only if needed would be much better.

Hmm, wouldn't a smoke-based version of the Landmine do this? Deploy it in the square the unconscious enemy's lying; when they wake up and try to move, BANG!

Actually, I don't know if that would work. How does a landmine behave when an enemy wakes up on top of it?

Offline legionof1

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Re: Mansion Mission Reports (Please Contribute)
« Reply #97 on: September 01, 2016, 04:31:33 am »
Pretty sure it would just go off like normal. Least I don't see why it would care how an active entity entered the trigger squares.

Also woot for stun proximity weapon.

Offline Arthanor

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Re: Mansion Mission Reports (Please Contribute)
« Reply #98 on: September 01, 2016, 05:24:31 am »
Walking or flying I think is what triggers the proxy. Waking up I'm not sure would do it. But it doesn't matter, the turn after they wake up, they'll walk and then BAM.

Also, leaving a stunned unit in smoke works as a way to keep it stunned, but it's not a very good way to restun. Well, it might work too, but it'd be much less reliable. Maybe as a low tech alternative it'd be cool.

Offline karadoc

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Re: Mansion Mission Reports (Please Contribute)
« Reply #99 on: September 02, 2016, 02:32:07 pm »
There's the wand of bliss...


But I generally like to carry the stunned enemies to a central location, and guard them all with someone holding an electro-whip.

Offline Zharkov

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Re: Mansion Mission Reports (Please Contribute)
« Reply #100 on: June 10, 2017, 01:18:22 pm »

1 - You can use voodoo-related armor (ghost, seductress, witch, saviour, et cetera), nurse, thieving outfits. Everything else is replaced by maid outfits, armor is returned at the end as loot.


I wonder, which armors one can use in the current version and how this is coded.

Offline ivandogovich

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Re: Mansion Mission Reports (Please Contribute)
« Reply #101 on: June 10, 2017, 06:13:42 pm »
I wonder, which armors one can use in the current version and how this is coded.

Piratez_Planet.rul:
Code: [Select]
  - type: STR_ENVIRO_EMANSION
    defaultArmor:
      STR_SOLDIER:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_S:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_M:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_V:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_SYNTH:
        STR_SYNTH_DANCER_UC: 100
      STR_SOLDIER_SLAVE:
        STR_SLAVE_ARMOR_TUNIC_UC: 100
    allowedArmors:
      - STR_MEIDO_OUTFIT_UC
      - STR_NURSE_OUTFIT_UC
      - STR_NURSE_OUTFIT_ADV_UC
      - STR_PIR_OFFICER_UC
      - STR_MAGE_ROBE_UC
      - STR_VAMPY_ROBE_UC
      - STR_VOODOO_ARMOR_UC
      - STR_STEALTH_ARMOR_UC
      - STR_ARRANCAR_ARMOR_UC
      - STR_LINGERIE_SET_X_UC
      - STR_LINGERIE_SET_UC
      - STR_MAGICAL_GIRL_OUTFIT_UC
      - STR_THIEF_ARMOR_UC
      - STR_PIR_SLAVE_ARMOR_UC
      - STR_PIR_TOPLESS_UC
      - STR_PIR_NUDE_UC
      - STR_SYNTH_DANCER_UC
      - STR_SYNTH_PIR_STEALTHSUIT_UC
      - STR_SLAVE_NUDE_UC
      - STR_SLAVE_ARMOR_LOINCLOTH_UC
      - STR_SLAVE_ARMOR_TUNIC_UC
      - STR_SUPER_SLAVE_ARMOR_UC
      - STR_GREEN_LIGHTER_ARMOR_UC
      - STR_BAT_GLAD_ARMOR_UC
      - STR_FLASH_BANG_ARMOR_UC
    allowedItemCategories:
      - STR_BAT_CAT_INFILTRATION
    allowedVehicles:
      - STR_PARROT
    allowedCraft:
      - STR_AIRBUS
      - STR_AIRCAR
      - STR_AIRSPEEDER
      - STR_AIRVAN
      - STR_GOLDHAWK
      - STR_SAKURABUS
      - STR_MI2400
      - STR_VERDANT_SNAKE
      - STR_VENTURA
      - STR_FORTUNA
      - STR_FUEGO
      - STR_METALLO
      - STR_DROPSHIP
      - STR_JETBIKE
      - STR_CHARIOT
      - STR_FIRESTORM
      - STR_DRAKKAR
      - STR_DEVASTATOR
      - STR_INTERCEPTOR
      - STR_PREDATOR
      - STR_NIGHTMARE
      - STR_SABRE
      - STR_BRAVE_WHALER
      - STR_BARACUDA
      - STR_SWORDFISH
      - STR_LIGHTNING
      - STR_HYDRA
      - STR_KRAKEN
      - STR_TRITON
      - STR_ZEPPELIN

Meridian's newer .exe is supposed to help expose this when you click for information in the mission marker, but I haven't tested this yet.

Offline Zharkov

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Re: Mansion Mission Reports (Please Contribute)
« Reply #102 on: June 10, 2017, 07:33:10 pm »
Piratez_Planet.rul:
Code: [Select]
  - type: STR_ENVIRO_EMANSION
    defaultArmor:
      STR_SOLDIER:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_S:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_M:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_V:
        STR_MEIDO_OUTFIT_UC: 100
      STR_SOLDIER_SYNTH:
        STR_SYNTH_DANCER_UC: 100
      STR_SOLDIER_SLAVE:
        STR_SLAVE_ARMOR_TUNIC_UC: 100
    allowedArmors:
      - STR_MEIDO_OUTFIT_UC
      - STR_NURSE_OUTFIT_UC
      - STR_NURSE_OUTFIT_ADV_UC
      - STR_PIR_OFFICER_UC
      - STR_MAGE_ROBE_UC
      - STR_VAMPY_ROBE_UC
      - STR_VOODOO_ARMOR_UC
      - STR_STEALTH_ARMOR_UC
      - STR_ARRANCAR_ARMOR_UC
      - STR_LINGERIE_SET_X_UC
      - STR_LINGERIE_SET_UC
      - STR_MAGICAL_GIRL_OUTFIT_UC
      - STR_THIEF_ARMOR_UC
      - STR_PIR_SLAVE_ARMOR_UC
      - STR_PIR_TOPLESS_UC
      - STR_PIR_NUDE_UC
      - STR_SYNTH_DANCER_UC
      - STR_SYNTH_PIR_STEALTHSUIT_UC
      - STR_SLAVE_NUDE_UC
      - STR_SLAVE_ARMOR_LOINCLOTH_UC
      - STR_SLAVE_ARMOR_TUNIC_UC
      - STR_SUPER_SLAVE_ARMOR_UC
      - STR_GREEN_LIGHTER_ARMOR_UC
      - STR_BAT_GLAD_ARMOR_UC
      - STR_FLASH_BANG_ARMOR_UC
    allowedItemCategories:
      - STR_BAT_CAT_INFILTRATION
    allowedVehicles:
      - STR_PARROT
    allowedCraft:
      - STR_AIRBUS
      - STR_AIRCAR
      - STR_AIRSPEEDER
      - STR_AIRVAN
      - STR_GOLDHAWK
      - STR_SAKURABUS
      - STR_MI2400
      - STR_VERDANT_SNAKE
      - STR_VENTURA
      - STR_FORTUNA
      - STR_FUEGO
      - STR_METALLO
      - STR_DROPSHIP
      - STR_JETBIKE
      - STR_CHARIOT
      - STR_FIRESTORM
      - STR_DRAKKAR
      - STR_DEVASTATOR
      - STR_INTERCEPTOR
      - STR_PREDATOR
      - STR_NIGHTMARE
      - STR_SABRE
      - STR_BRAVE_WHALER
      - STR_BARACUDA
      - STR_SWORDFISH
      - STR_LIGHTNING
      - STR_HYDRA
      - STR_KRAKEN
      - STR_TRITON
      - STR_ZEPPELIN

Meridian's newer .exe is supposed to help expose this when you click for information in the mission marker, but I haven't tested this yet.

Thanks! I looked at the wrong file...

Offline Troubleshooter

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Re: Mansion Mission Reports (Please Contribute)
« Reply #103 on: July 03, 2017, 11:36:05 am »
Nobody's mentioned manacles yet, I assume that they're the intended way to keep captives from getting up again.

Offline karadoc

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Re: Mansion Mission Reports (Please Contribute)
« Reply #104 on: July 03, 2017, 05:24:18 pm »
No one mentioned manacles because they didn't exist back when that stuff was being discussed.

Also, the main problem from enemies waking up and walking off is gone now anyway. Enemies that have been unconscious will now surrender; so it doesn't matter a lot if a few of them are wandering around - just as long as you take their guns away!

The conversation in the rest of this thread was when enemies would need to be found and knocked out again before the mission was allowed to end. So enemies waking up was a bigger problem back then.