Author Topic: Re: The X-Com Files - 1.1: Big Rain  (Read 431271 times)

Offline HumanTraitor

  • Colonel
  • ****
  • Posts: 306
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3090 on: November 13, 2019, 12:09:57 am »
I don't want to make any statements yet, except that I will continue working on the mod. But I think the leading candidates for development right now are Cult of Apocalypse and Reptoids.

Good to know. I hope we get a BFG knock-off.

I never said it wouldn't be believable, I just don't know why exactly we need another launcher when we already have 5 human launchers, with a selection of ammo types. I can add something, but first I need to understand the need.

Well, the idea was to have a single-use rocket launcher that was light enough to be used by most soldiers, but I suppose the humble RPG launcher can do this on a pinch.


Offline TheCurse

  • Colonel
  • ****
  • Posts: 209
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3091 on: November 13, 2019, 01:11:08 am »
question: what are the chances a battleship has no elerium on it?
they do have all those big red tanks there for a reason...
shouldn't it have like... a ****ton? unless they landed because out of fuel.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 8921
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3092 on: November 13, 2019, 06:40:38 pm »
Am I supposed to be able to intercept alien UFO landings by month 2?

No, you're not supposed to do that. But you can give it a try - it's up to you. Consider it a hardcore bonus level.

I found a landed terror ship in my second month and got completely overpowered by the sectoids that crewed it

Certainly not a Terror Ship, or I'm going slightly mad here...

Good to know. I hope we get a BFG knock-off.

When I get to that, sure! :)

Well, the idea was to have a single-use rocket launcher that was light enough to be used by most soldiers, but I suppose the humble RPG launcher can do this on a pinch.

Yeah, I think the balance is fine. I could add something in the future, like a faction specific weapon.

question: what are the chances a battleship has no elerium on it?
they do have all those big red tanks there for a reason...
shouldn't it have like... a ****ton? unless they landed because out of fuel.

It should... would you happen to have a save during the battlescape?

Offline TheCurse

  • Colonel
  • ****
  • Posts: 209
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3093 on: November 13, 2019, 07:32:19 pm »
It should... would you happen to have a save during the battlescape?

i just might...  :P

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 8921
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3094 on: November 14, 2019, 12:14:55 am »
i just might...  :P

Thanks - problem identified and eliminated.

Offline Mr. Mister

  • Sergeant
  • **
  • Posts: 20
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3095 on: November 14, 2019, 01:26:01 pm »
Both on Begginer and Experienced, all Culth Apprehension missions feature only a single enemy, right?

I was thinking that maybe you could boost that number a little bit, since single-target missions are more boring than they are easy, as you know never to expect any surprise, and honestly give too different portrayals of cult cell squads between difficulties (single-man subcells at Experienced and below and 2-5 man subcells above).

I don't remember the numbers for Veteran, but assuming they are 2-4, maybe you could up the begginer number to 1-2 or 1-3 and the Experienced one to 1-3 or 2-3? Still pretty easy, but it gives space for surprises.
« Last Edit: November 14, 2019, 03:04:28 pm by Mr. Mister »

Offline X-Man

  • Colonel
  • ****
  • Posts: 218
  • My english is bad... So, what?
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3096 on: November 14, 2019, 02:12:56 pm »
Both on Begginer and Experienced, all Culth Apprehension missions feature only a single enemy, right?

I was thinking that maybe you could boost that number a little bit, since single-target missions are more boring than they are easy, as you know never to expect any surprise, and honestly give too different portrayals of cult cell squads between difficulties (single-man subcells at Experienced and below and 2-5 man subcells above).

I don't remember the numbers for  , but assuming they are 2-4, maybe you could up the begginer number to 1-2 or 1-3 and the Experienced one to 1-3 or 2-3? Still pretty easy, but it gives space for surprises.

Do you want some real fun? Enjoy 'superhuman'! 8)

Offline Mr. Mister

  • Sergeant
  • **
  • Posts: 20
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3097 on: November 14, 2019, 06:52:56 pm »
Small suggestion: I assume that the random event where you are convinced of spending 100k in renovating headquarters for 25 points only triggers when your current money is above a certain treshold (it better), so I recommend the event's description includes somewhere the sentence "Since we had so much money sitting around" or something so the player knows that's a trigger condition.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 8921
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3098 on: November 15, 2019, 02:36:46 pm »
Do you want some real fun? Enjoy 'superhuman'! 8)

Or use 1 unarmed agent. It's fun!

Anyway, I am not making harder a mission which exists solely to make an easier start. (People begged me for it.)

Small suggestion: I assume that the random event where you are convinced of spending 100k in renovating headquarters for 25 points only triggers when your current money is above a certain treshold (it better), so I recommend the event's description includes somewhere the sentence "Since we had so much money sitting around" or something so the player knows that's a trigger condition.

Why? Isn't it so obvious that any clarifications would be downright insulting?
« Last Edit: November 15, 2019, 02:40:05 pm by Solarius Scorch »

Offline Ciruil

  • Sergeant
  • **
  • Posts: 15
    • View Profile
Re: The X-Com Files - 1.0: Judgement Day
« Reply #3099 on: November 15, 2019, 05:49:27 pm »
No, you're not supposed to do that. But you can give it a try - it's up to you. Consider it a hardcore bonus level.
Also successfull try hightly rewarded:
1. Kill at least 1 alien and ride away thith corpse (dont try to captule alien alive - its useles, you has no alien isolator). Research corpse. Research and build alien isolator. In second alien landing try to  capture and kidnap any alien. Its allows you reseach and build wery nice transport - SKYRAIDER. Unlike DRAGONFLY and OSPREY: it can reach whole map, much grudeli 2 times faster, has magnificent side doors near cabin alloving to safely shooting from transport inside.
2. If you  kill all aliens you got alien alloys. Its allows to research and produce wery strong againist early game cults tritanium armor, pretty powerful tritanium bullets, wery strong in melle tritanium knifes and swords

Anyone know what research triggerrs jarheads terror mission or its fully depends from random?
« Last Edit: November 15, 2019, 05:53:43 pm by Ciruil »

Offline TheCurse

  • Colonel
  • ****
  • Posts: 209
    • View Profile
Re: The X-Com Files - 1.0.1: Judgement Day
« Reply #3100 on: November 16, 2019, 04:28:26 am »
is it intended that alien drones can pick up weapons from the ground?
i doub't that thing spawned with a laser and a low tech pistol too...

Offline X-Man

  • Colonel
  • ****
  • Posts: 218
  • My english is bad... So, what?
    • View Profile
Re: The X-Com Files - 1.0.1: Judgement Day
« Reply #3101 on: November 16, 2019, 07:05:25 am »
is it intended that alien drones can pick up weapons from the ground?
i doub't that thing spawned with a laser and a low tech pistol too...

They spawned, yes. Also, when you'll fight with heavy squad of MiB, check their sectopod - it walks around with BO auto sniper rifle. But still shoots with laser beam.  :D

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 8921
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.0.1: Judgement Day
« Reply #3102 on: November 16, 2019, 12:26:59 pm »
...Why do they spawn with weapons, though? They have "allowInv: false"...

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: The X-Com Files - 1.0.1: Judgement Day
« Reply #3103 on: November 16, 2019, 01:40:58 pm »
...Why do they spawn with weapons, though? They have "allowInv: false"...

"allowInv" only says if you can access inventory as a player... nothing else

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 8921
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 1.0.1: Judgement Day
« Reply #3104 on: November 16, 2019, 02:40:38 pm »
"allowInv" only says if you can access inventory as a player... nothing else

Then is there a way to prevent using itemSets?

For example certain alien races have terror units who are actually normal units (using gear), so they need defined weapons in the Alien Terror deployment. But then all 1x1 terror units (like the Holodrone or the Chryssalid) would get them too...