Author Topic: The X-Com Files - 2.1: Swarm Tactics  (Read 1027517 times)

Offline Fomka

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4320 on: October 11, 2021, 05:26:14 pm »
Isn't the XM29 OICW grenade a bit OP? Specially considering that the program was cancelled in part due to the low lethability of the grenades...
The Russian Empire would have said “No, its grenades are not powerful enough and therefore it is illegal” and displayed the Saint Petersburg Act of 1868 to forum members.

Just joking, sorry. Has been entertained with the recently learned facts:

Spoiler:
1. German H&K company was sued by its partner for a delay in producing XM-25 weapons for the US Army in 2017.
2. Germans hesitated upon their co-developed weapon would have been considered as a violation of an old international agreement.
3. The agreement was signed in Saint Petersburg in 1868 and forbids any war usage of explosive ammunition that weighs less than 400 gramms per round due to inhuman cruelty of deaths from such an ammunition: an ordinary bullet would suffice.
Some prooflinks:
https://web.archive.org/web/20170325025656/http://www.fox9.com/news/233155258-story
https://en-wikipedia-org.turbopages.org/en.wikipedia.org/s/wiki/Saint_Petersburg_Declaration_of_1868


It seems HK needed an excuse to leave the project.

As for the topic, I think no changes are needed. It's a game, and even early game. But if you want more realism then yes, sniper rifles which fire explosive rounds are nowhere to be seen in real life. Accuracy is too high, can be a rifle, not a sniper.

Offline The Reaver of Darkness

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4321 on: October 15, 2021, 07:06:38 pm »
I'm not sure if you fixed this since I snatched it, but it has come to my attention that a handobs from your mod has a defect. I have offered a fixed version.

Offline the nomad

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4322 on: October 21, 2021, 06:51:50 pm »
The latest Oxce gives me errors about multiple recoverable items in Swarmid Large Corpse and Wraith Armor I think. I downgraded to OXCE 7.0 and it worked, but will old OXCE cause problems? I am asking because I remember with an old version of OXCE, safehouses did not work correctly.

Offline krautbernd

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4323 on: October 27, 2021, 12:22:10 am »
Solarius, is there any reason base facilities like the access lift, HQ etc. give mana/sanitiy recovery?

Offline Mrvex

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4324 on: October 28, 2021, 08:15:49 pm »
Solarius, is there any reason base facilities like the access lift, HQ etc. give mana/sanitiy recovery?

Well, Lift because its kinda hard to do your job if you cannot leave or enter the base.... unless you fancy climbing the hangar door each day with a rope.

HQ gives a psychological effect, if you were in a base that actually has a command centre with you and high ranking teammates (If not direcly the Commander), your mind would be alot more at ease, more safety, ensurance and order in case of future missions or base defence.

Or if any other buildings give sanity, it would make sense in universe for soldiers to feel more...secure when their base has alot of structures, big budget, it will make them feel more important to XCOM.
« Last Edit: October 28, 2021, 08:41:14 pm by Mrvex »

Offline krautbernd

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4325 on: October 28, 2021, 09:35:34 pm »
Well, Lift because its kinda hard to do your job if you cannot leave or enter the base.... unless you fancy climbing the hangar door each day with a rope.

HQ gives a psychological effect, if you were in a base that actually has a command centre with you and high ranking teammates (If not direcly the Commander), your mind would be alot more at ease, more safety, ensurance and order in case of future missions or base defence.

Or if any other buildings give sanity, it would make sense in universe for soldiers to feel more...secure when their base has alot of structures, big budget, it will make them feel more important to XCOM.

Not asking from a lore standpoint, as these values are only exposed internally / in the debug menu.

I am asking because they are not cumulative - only the highest one is counted:
Quote
The facility setting is NOT cumulative, more facilities don't provide more regen. If there are multiple facilities of different type with different regen rate, the best (highest) regen rate is used.

Living quarters/large living quarters already provide a bonus which is larger than that of any other facility apart from the sensorium. Meaning the other boni are kind of pointless, as you need living quarters to begin with. On that account, why do the large living quarters provide a higher bonus than the regular ones?

The reason I am bringing this up is because to me it looks like the values were defined with a cumulative bonus in mind (which would explain why the HQ etc. have small bonuses) when they aren't actually taken into account.
« Last Edit: October 28, 2021, 09:44:05 pm by krautbernd »

Offline tr0phygh0ul

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4326 on: November 16, 2021, 05:46:42 am »
hi, great mod, really like how not only adds stuff from other XCOM games but also paranormal and other sci-fi elements

though i have a question, is the late game grind a placeholder until the remaining arcs are completed? what about the spawn rates for the "final" missions?

Offline QuybiT

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4327 on: November 17, 2021, 12:46:10 am »
though i have a question, is the late game grind a placeholder until the remaining arcs are completed? what about the spawn rates for the "final" missions?
As far as the frequency of the final missions spawn, here's the problem. To get to Mars, you will need to fly to the moon and complete about 5 missions, each of which starts once a month (if you're lucky). However, in order to get to the moon, you need to interrogate special ethereals, and they will appear at least a year after the alien invasion. Even if you are ready to fly to Mars, be prepared to spend a year fulfilling a number of conditions.
If I understand you correctly, then these conditions apply to aliens, other arcs are not required

Offline tr0phygh0ul

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Re: The X-Com Files - 2.0: We Will Be Watching
« Reply #4328 on: November 18, 2021, 03:31:54 pm »
Quote
To get to Mars, you will need to fly to the moon and complete about 5 missions, each of which starts once a month (if you're lucky). However, in order to get to the moon, you need to interrogate special ethereals, and they will appear at least a year after the alien invasion. Even if you are ready to fly to Mars, be prepared to spend a year fulfilling a number of conditions.
Sounds a bit too grindy, especially since by the time you enter the invasion phase, you would've probably finished most of the arcs or can't be bothered to deal with minor missions or several landing/crash sites at once

Offline Solarius Scorch

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Re: The X-Com Files - 2.1: Swarm Tactics
« Reply #4329 on: December 07, 2021, 08:17:16 pm »
I'm not sure if you fixed this since I snatched it, but it has come to my attention that a handobs from your mod has a defect. I have offered a fixed version.

What is incorrect? I compared the shotgun with vanilla sprites and it follows the same order (starting with pointing to the west, for 2-handed weapons).

The latest Oxce gives me errors about multiple recoverable items in Swarmid Large Corpse and Wraith Armor I think. I downgraded to OXCE 7.0 and it worked, but will old OXCE cause problems? I am asking because I remember with an old version of OXCE, safehouses did not work correctly.

I dunno, I am not getting any errors on a recent OXCE (from 13.11).

Solarius, is there any reason base facilities like the access lift, HQ etc. give mana/sanitiy recovery?

The access lift has it because it exists in every base, so denotes the minimum.

While indeed you can't have people on base without having any living quarters, and living quarters indeed have higher values, I left it in in case a new, worse living facility appears in the future.

hi, great mod, really like how not only adds stuff from other XCOM games but also paranormal and other sci-fi elements

though i have a question, is the late game grind a placeholder until the remaining arcs are completed? what about the spawn rates for the "final" missions?

Pretty much, yes. I need to redesign the Cydonian part, but for now it's mostly vanilla missions. It's not the intended design.



EDIT:
Version 2.1 has been released!

- Korean localisation added.
- 3 new Staff Inputs (by Dragor).
- New weapon: Macro Saw (sprite improved by Brain_322).
- New item: Position Marker (by Alex D).
- New HWP armors: Drone Carrier, Hovertank/Carrier (and associated drone types, Position Markers, X-Com Cybermites and X-Com Buzzers) (all by Alex D).
- New unit: Counter-Terrorist.
- New mission: EXALT search warrant (police car by Alex D).
- New maps for Urban Low: police station (by Brain_322), government office, post office.
- Some unique orbital station tiles (by Brain_322).
- New terrain additions and fixes (by Dioxine).
- Ski Resort mission has random snow terrain.
- Proper Bloodhound autopsy pic (by Brain_322).
- Hybrid agents available earlier, from alternative sources.
- Helix Psions get 15 extra armor on all sides.
- Rolled Transport Alternative and Private Transport into one research.
- New lore on the Great Factions.
- Disabled UFO Construction recovery from the Undersea City.
- Shooting at UFOs no longer decreases their crews (for lore reasons).
- Decreased Cydonian activity.
- M.A.G.M.A. Lab must be won before progressing further with this arc.
- Custom scurry sound for crawlies.
- Olympians can fly in any outfit.
- Dogs now have proper dodge.
- Ethereals have better Chem resistance.
- Power Mace is one-handed and has more reliable damage.
- Advanced Rocket Launcher takes all rocket types.
- UAC plasma weapons are slightly stronger and damage morale.
- BFG isn't destroyed in research.
- Bow arrows are 1x3, with new graphics.
- Fixed Bewildered Farmer recovery.
- Fixed Majestic 12 Clue research.
- Fixed Osiron Hacienda loot.
- UAC Portal ramps are passable.
- Battleship walls are less transparent.
- Various tile fixes.
- Minor fixes.


EDIT 2: I forgot to release the submods too. Reuploaded the mod with the submods.
« Last Edit: December 07, 2021, 09:53:23 pm by Solarius Scorch »