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Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1891383 times)

Offline psavola

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5295 on: July 07, 2023, 08:15:41 pm »
Looking at the save a bit more, month 0 (i.e. December 1996) mission scripts seem to be spawning 13 of those events, and month 1 mission scripts 9 missions. In February there will be 10 missions.

This smells like a bug. In January 1997 you're essentially getting missions, for whatever reasons, based both month 0 and month 1. From there onwards, it should be more reasonable.

I wonder if a quick fix would be changing all "firstMonth: 0" missionscripts to "firstMonth: 1".

Quote
- "month: 0 script: CultApprehensionEXALT1 id: 1 type: STR_CULT_APPREHENSION_EXALT race: STR_EXALT region: STR_SOUTH_AMERICA targetZone: 3 targetArea: 0"
  - "month: 0 script: CultApprehensionZSRR1 id: 2 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_SIBERIA targetZone: 3 targetArea: 3"
  - "month: 0 script: CultApprehensionDagon2 id: 3 type: STR_CULT_APPREHENSION_CHURCH_OF_DAGON race: STR_CHURCH_OF_DAGON region: STR_NORTH_AFRICA targetZone: 3 targetArea: 5"
  - "month: 0 script: CultApprehensionZSRR2 id: 4 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_CENTRAL_ASIA targetZone: 3 targetArea: 2"
  - "month: 0 script: CultApprehensionLotus4 id: 5 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_PACIFIC targetZone: 3 targetArea: 4"
  - "month: 0 script: CultApprehensionDagon4 id: 6 type: STR_CULT_APPREHENSION_CHURCH_OF_DAGON race: STR_CHURCH_OF_DAGON region: STR_EUROPE targetZone: 3 targetArea: 26"
  - "month: 0 script: CultApprehensionEXALT4 id: 7 type: STR_CULT_APPREHENSION_EXALT race: STR_EXALT region: STR_NORTH_AMERICA targetZone: 3 targetArea: 33"
  - "month: 0 script: CultApprehensionLotus7 id: 8 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_SOUTH_EAST_ASIA targetZone: 3 targetArea: 27"
  - "month: 0 script: CultApprehensionZSRR7 id: 9 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_NORTH_AFRICA targetZone: 3 targetArea: 6"
  - "month: 0 script: MonsterHuntFewCold id: 10 type: STR_MONSTERS_HUNT_FEW_COLD race: STR_MONGORN region: STR_ARCTIC targetZone: 15 targetArea: 7"
  - "month: 0 script: MonsterHuntSingleCold3 id: 11 type: STR_MONSTERS_HUNT_SINGLE_COLD race: STR_WEREWOLF region: STR_SIBERIA targetZone: 15 targetArea: 8"
  - "month: 0 script: MonsterHuntSeveralDesert3 id: 12 type: STR_MONSTERS_HUNT_SEVERAL_DESERT race: STR_CHUPACABRA region: STR_NORTH_AFRICA targetZone: 14 targetArea: 0"
  - "month: 0 script: MonsterHuntFewDesert5 id: 13 type: STR_MONSTERS_HUNT_FEW_DESERT race: STR_GIANT_SPIDER region: STR_SOUTH_AMERICA targetZone: 14 targetArea: 8"
  - "month: 0 script: deadCattle1 id: 14 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_NORTH_AFRICA targetZone: 1 targetArea: 1"
 - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_RAT_INFESTATION days/hours: 1/12"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHUPACABRA_GORE_PILE days/hours: 1/17"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_TLETH_DEEP_SEA_HORROR days/hours: 27/22"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CYDONIANS_OLD_CROP_CIRCLES days/hours: 25/2"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_HYBRID_UN_INFILTRATOR days/hours: 28/3"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_QUARTERMASTER_INTRODUCTION days/hours: 1/4"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHIEF_ACCOUNTANT_INTRODUCTION days/hours: 0/20"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_INTELLIGENCE_OFFICER_INTRODUCTION days/hours: 0/6"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_CHIEF_MEDICAL_OFFICER_INTRODUCTION days/hours: 1/6"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_RANDOM_LAND_SURVEY days/hours: 21/10"
  - "gameTime: 1996-12-30 12:00:00 eventSpawn: STR_UNTANGLING_THE_RED_TAPE days/hours: 26/2"
  - "gameTime: 1996-12-30 18:30:00 eventPopup: STR_INTELLIGENCE_OFFICER_INTRODUCTION"
  - "gameTime: 1996-12-31 08:30:00 eventPopup: STR_CHIEF_ACCOUNTANT_INTRODUCTION"
  - "gameTime: 1996-12-31 16:00:00 eventPopup: STR_QUARTERMASTER_INTRODUCTION"
  - "gameTime: 1996-12-31 18:00:00 eventPopup: STR_CHIEF_MEDICAL_OFFICER_INTRODUCTION"
  - "month: 1 script: CultApprehensionLotus5 id: 15 type: STR_CULT_APPREHENSION_BLACK_LOTUS race: STR_BLACK_LOTUS region: STR_AUSTRALASIA targetZone: 3 targetArea: 2"
  - "month: 1 script: CultApprehensionZSRR6 id: 16 type: STR_CULT_APPREHENSION_ZSRR race: STR_ZSRR region: STR_ARCTIC targetZone: 3 targetArea: 2"
  - "month: 1 script: MonsterHuntSingleTemperate4 id: 17 type: STR_MONSTERS_HUNT_SINGLE_TEMPERATE race: STR_SPIKEBOAR region: STR_AUSTRALASIA targetZone: 1 targetArea: 8"
  - "month: 1 script: MonsterHuntSingleJungle4 id: 18 type: STR_MONSTERS_HUNT_SINGLE_JUNGLE race: STR_GIANT_RAT region: STR_NORTH_AMERICA targetZone: 13 targetArea: 2"
  - "month: 1 script: MonsterHuntSeveralDesert4 id: 19 type: STR_MONSTERS_HUNT_SEVERAL_DESERT race: STR_ZOMBIE_STERILE region: STR_AUSTRALASIA targetZone: 14 targetArea: 9"
  - "month: 1 script: MonsterHuntFewTemperate6 id: 20 type: STR_MONSTERS_HUNT_FEW_TEMPERATE race: STR_REAPER region: STR_CENTRAL_ASIA targetZone: 1 targetArea: 11"
  - "month: 1 script: deadCattle id: 21 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_CENTRAL_ASIA targetZone: 1 targetArea: 4"
  - "month: 1 script: deadCattle1 id: 22 type: STR_DEAD_CATTLE race: STR_FARMER region: STR_SIBERIA targetZone: 1 targetArea: 0"
  - "month: 1 script: cropCircles2 id: 23 type: STR_CROP_CIRCLES race: STR_FARMER region: STR_NORTH_AFRICA targetZone: 1 targetArea: 5"
...

Edits:

I also checked my first game logs from April 2023. There month 0 spawned 9 missions, month 1 6 missions and month 2 8 missions. So this "roughly double the missions in January 1997" has been going on for some time.

Now, after restarting I got 8 missions for month 0 and 5 for month 1, so RNG affects this a LOT, and the total seemed reasonable (though 5 missions in month 0 would have been totally fine as well, to get you started on the game).

Nonetheless I would suggest that firstMonth:0 missions should be seriously reconsided, because the monthly missions scripting has not really been designed for a game that starts at the end of the month rather at the start - the missions generated will practically happen at the start of the next month anyway due to the way the randomDelay works.
« Last Edit: July 08, 2023, 07:24:40 am by psavola »

Offline Juku121

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5296 on: July 07, 2023, 08:17:33 pm »
Oh, right. :-[ Very true.

I guess it's a holdover from when you didn't start in December.

Offline Solarius Scorch

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5297 on: July 16, 2023, 12:38:55 pm »
A bugfix version 3.0.2 has been released.
- Added Ufopaedia entry to Spitter Spit.
- Changed mixed alien crews to give them a Commander.
- Combat Pilot Training gives +2 Stamina.
- Fixed Alien Drone Weapon Ufopaedia trigger.
- Fixed Sanity drain on the Aether Lab mission.
- EXPANDEDTERROR17 stairs fix (by Dioxine).
- Golden Academy stairs fix (thanks to Yankes).
- Fixed some Alien Tunnels' walls.
- Fixed points value in "Cure for Cancer" description.
- Fixed some damage dissipation ranges.
- Fixed some descriptions that were too long.
- Minor fixes.

There is nothing especially important in here, but a lot of tiny bugs were found, so I decided to fix them before moving on to more serious changes. Enjoy.

EDIT: A bugfix version 3.0.3 has been released.

- New Australian names.
- UAC Underground Weapon Distribution requires Subculture: Cavemen.
- Fixed Old UFO Landing Site and Old UFO Crash Site to launch correctly.
- Minor fixes.

Offline Anvarito

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5298 on: July 18, 2023, 10:26:40 pm »
I have a problem after launching the mod gives an error -
[18-07-2023_23-45-12] [ERROR] failed to load 'X-Com Files'; mod disabled
Weapon STR_HUMAN_SONIC_SHOTGUN has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.
Tried different versions of OXCE and different old versions of the mod, but everywhere the same result, what did I not take into account?

Offline Meridian

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5299 on: July 19, 2023, 07:50:20 am »
Attach the whole log please.

Offline orb370

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5300 on: July 19, 2023, 10:36:07 pm »
Hi, I'm relatively new to Xcom modding (though not new to Xcom in general), and I've really enjoyed your mod. I've probably have put over 100 hours at this point (and got wiped by a base assault in my last run), so I thought I'd give some feedback. I've been playing Vet 3 Ironman.

I think some more guidance would be nice in the early game. Acquiring a intel/bio lab is absolutely essential, but I had no clue these were important or even how to get them. I spent a lot of time stuck on 5 researchers researching random junk in my first run. Either more direct guidance on this for the Xcom General Strategy report, or lock the random equipment research behind the intel lab research, for example. Same thing with the bio lab - no corpse research until you have it. It would be also nice if the general report more specifically say what is required for promotion. ("ex)autopsy and capture a strange creature").

I think David Vincent's Secret Shelter comes too early or is just plain too hard. I've been wiped basically every time I try it (3 runs), even with a 16 man crew once.  Its not like I can prepare either - the enemies use new weapons (and now you're surprised by reinforcements!), so you're likely to be wiped your first try. No escape missions should be easier than average or at least be clearly labeled as difficult.

Haunted House/Farm, it took me a long time to realize the Farm is the easier mission type. I see now it does say "fortified", but maybe something like "significant  paranormal activity in the area" to better emphasize it.  Or even better would be to have the House mission spawn later. It seems like House missions always spawn first.

A warning of some kind (Xcom General strategy 3?) that aliens can assault your base before their invasion. I never reached the invasion date.

Prevent spawning of settlement killing swarms in the early months, trying to kill 30 beetles with 2 guys is incredibly boring (but doable). Tbh I find this variant of the mission type boring anyway, killing 30 of anything that doesn't approach you like zombies is dull.

Industrial Undercover missions seem generally not worth it, high degree of risk with a firearm present and no useful/interesting reward. (More money sellables perhaps?).

UAC cannon research unlocks way too early. Generally confused me about how to arm the Hum-vee. Also wouldn't hurt to more clearly state that you arm Hum-vee's/Little Birds with LMGs, I had some confusion there.

One of my more painful wipes was at the Red Dawn HQ, while with a weaker squad I was able to take out the Church of Dragon with relative ease. I do think its interesting that the cults vary in difficulty, but maybe a suggestion in Xcom General Strategy 2 to focus on the Church would help (We think infiltrating the Church of Dragon first would be the most feasible).

I had a facepalm moment when I discovered after dissolving the Church of Dagon I needed a live deep one for an entire arc of the tech tree. Maybe allow Gillmen interrogation to also unlock those techs? Or maybe an explicit warning on the Church of Dagon dissolve tech.

I believe it was on the graveyard mission, I couldn't bring a skyranger but could bring a Dragonfly? I found that a bit weird.

Was able to manufacture the Dr. Hardrox gun but not any other ghost equipment, which I was thankful for but didn't really make sense. I haven't done the reclaim the lab mission yet (I assume that unlocks manufactoring?)

Exalt grenade launchers with flame grenades seems too strong, I basically just avoid Exalt after a certain point.

Is there anyway to remove flames besides fire extinguisher? Could the TU cost be reduced on firing it? I found flames to be annoyingly punishing. The TU cost basically forces you to have a FE on your belt instead of backpack, in addition to the other problems (DoT, moral loss, stunning your own soldier with the FE...).

Oh also once again thanks for making this mod. I really enjoyed the mod (despite the wall of text). The first time I saw the aliens (when the military splashed the UFO) was a great moment, finally I got to fight the aliens, and it was suitably terrifying.


Offline Juku121

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5301 on: July 20, 2023, 09:55:32 am »
Don't take this as hostile, these are some good points. But I am not able to read a wall of text without spaghettifying it back. :-[

I think some more guidance would be nice in the early game.
That is more in the realm of a strategy guide, isn't it? Personally, I'm not a fan of everything having explicit instructions and quest compasses, but obviously the modern gamer disagrees.

We do have the four 'strategy' articles and a Field Manual section in the Pedia.

Acquiring a intel/bio lab is absolutely essential, but I had no clue these were important or even how to get them. I spent a lot of time stuck on 5 researchers...
Well, wasn't that your clue, then? :)

This is kind of a problem with every game that has a tech tree. Fortunately, you can use the Tech Tree Viewer (or the XCF auto-wiki) to browse yourself to a path to victory (or at least a less embarrasing defeat). Or learn from your mistakes. One guy made Gantt charts, even. :D

It would be also nice if the general report more specifically say what is required for promotion. ("ex)autopsy and capture a strange creature").
Well, the "X-Com GIB: General Strategy" article does say "we must capture or dissect such a creature". What do you think is missing there?

I think David Vincent's Secret Shelter comes too early or is just plain too hard.
You need to have gotten both Vincent and a live MiB agent researched for that. Given how long it takes to interrogate one of the MiB, you're either running ahead of the curve or just researching random stuff at that point.

You can also delay researching the dossier. Granted, that's not really a new player thing to do, but if you've gotten your ass kicked once, maybe some reflection is in order?

It's not as if you lose out on anything important if you skip it, either.

No escape missions should be easier than average or at least be clearly labeled as difficult.
"Be careful... We will not be able to retreat..."

I mean, if someone doesn't pay attention to the briefings, even red neon letters will not help. And if they do, the above is at least somewhat of a warning. A bigger one would be kinda metagamey.

A warning of some kind (Xcom General strategy 3?) that aliens can assault your base before their invasion. I never reached the invasion date.
How? I've never been invaded, period. And many others manage to reach 1999 just fine, even new players. Is this some recent thing?

Aliens don't really fly random retaliation missions before a couple of months to the invasion, at most. And shooting down UFOs is kinda hard before that, too. You aren't playing with Brutal AI's super-retaliation, or something, are you?

Note that theoretically, you can also get invaded by the more terrestrial factions, like the cults, MiB or Syndicate. I've never actually managed to trigger those, either.

...killing 30 of anything that doesn't approach you like zombies is dull.
There's a submod for that. Not very up to date, but I hope it still works for most critters.

Industrial Undercover missions seem generally not worth it, high degree of risk with a firearm present and no useful/interesting reward. (More money sellables perhaps?).
You get nailguns and Spypistols later on, but yeah, these (and sports/research missions) have been kinda underwhelming for a while.

...I was able to take out the Church of Dragon with relative ease.
Well, a nicely positioned Deep One Gillman can be a lot of pain, and there are also some sonic guns. But, yeah, if you don't get swarmed/grenaded right away, this is relatively easy.

We think infiltrating the Church of Dragon first would be the most feasible.
How would the intelligence know? Isn't it your job as the Commander Chief Agent to evaluate your troops' tactical performance against various threats?

I had a facepalm moment when I discovered after dissolving the Church of Dagon I needed a live deep one for an entire arc of the tech tree. Maybe allow Gillmen interrogation to also unlock those techs?
You can access this arc and more live Gillmen Deep Ones via live Sorcerer interrogation as well, and you cannot even assault the HQ without that. It's just that if you destroy the original cult, it's a lot less likely that you'll happen upon one of these places (20% vs some 30-70%+ per month).

I believe it was on the graveyard mission, I couldn't bring a skyranger but could bring a Dragonfly? I found that a bit weird.
The Dragonfly is supposed to be an infiltration craft, at least for some specific missions. This seems to be one. Skyrangers are full-on military planes.

Was able to manufacture the Dr. Hardrox gun but not any other ghost equipment, which I was thankful for but didn't really make sense.
The Hadriex gun is special, and actually predates the entire ghost arc. But, yeah, since most of these things are just banged-together ectoplasm dispensers, it is a bit strange.

I haven't done the reclaim the lab mission yet (I assume that unlocks manufactoring?)
Nope.

Exalt grenade launchers with flame grenades seems too strong...
Dagonites also have grenades and Milkors. In general, enemy grenades are a major PITA.

Is there anyway to remove flames besides fire extinguisher?
Extinguisher clips for Hybrid chemoguns. Medical drones. Smoke grenades don't work on people, but do work on open fires.
« Last Edit: July 20, 2023, 10:02:47 am by Juku121 »

Offline Solarius Scorch

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5302 on: July 20, 2023, 12:21:42 pm »
Thanks for the input, orb370. Glad you are having fun, mostly.

I generally agree with all points made by Juku. Some additional comments:
1) I've decided to add some tips on getting both early labs. They're such crucial techs that I don't mind adding a bit more handholding. Working on it now.
2) I agree that at least some of the ghost-related equipment should be manufacturable. I'll think about it.
3) I'll think about the Industrial Investigation as well. I wonder how much money would be needed to make the mission more attractive.

And one more thing, since I really need to say this: a newbie player on difficult 3 AND IRONMAN, who complains about difficulty??? How does this even work? Playing a game for the first time and choosing such options only makes sense if you do it for the lulz; but if you wanted to play seriously with such an enormous challenge, why on Earth would you complain afterwards? I don't get it at all...

Offline psavola

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5303 on: July 20, 2023, 01:25:58 pm »
This is kind of a problem with every game that has a tech tree. Fortunately, you can use the Tech Tree Viewer (or the XCF auto-wiki) to browse yourself to a path to victory (or at least a less embarrasing defeat). Or learn from your mistakes. One guy made Gantt charts, even. :D

Writing to the OP:

The challenge with more complex games is that a beginner really has no way of knowing how you should play. The mod author could try to put as much information in the game itself, but more often or not even that is not read, and there are limits to that (XCF does include more help than usual). In essence the player needs strategy guides and such. There are many useful threads here (I suggest in particular the "Tips and tricks" thread). If someone maintained a wiki, a list of links or something, I suppose *at most* there could be a pointer to such resources in the mod readme.

Quote
Well, the "X-Com GIB: General Strategy" article does say "we must capture or dissect such a creature". What do you think is missing there?

Actually, isn't the text factually incorrect as you need both, not just either one of them (as the article implies)?

Quote
I mean, if someone doesn't pay attention to the briefings, even red neon letters will not help. And if they do, the above is at least somewhat of a warning. A bigger one would

It's actually kinda late if not being able to retreat is revealed in the briefing (when you're already embarked upon the mission). You probably meant mission description, and yes, David Vincent's house warns of not being able to retreat in both.

Quote
How? I've never been invaded, period. And many others manage to reach 1999 just fine, even new players. Is this some recent thing?

Aliens don't really fly random retaliation missions before a couple of months to the invasion, at most. And shooting down UFOs is kinda hard before that, too. You aren't playing with Brutal AI's super-retaliation, or something, are you?

Note that theoretically, you can also get invaded by the more terrestrial factions, like the cults, MiB or Syndicate. I've never actually managed to trigger those, either.

There is at least one way this could occur. The syndicate launches a retaliation mission with 100 % chance when STR_SYNDICATE_PISSED is true and STR_SYNDICATE_REPULSED is false. I've had this occur to me, but I don't recall if it was before or after the invasion started (likely slightly after). The base defense mission was rather easy though (as long as all your agents are not out on a mission when this occurs).

There are also a few other triggers at alien retaliation missions, but it seems unlikely that these would get triggered before the invasion starts (such as: don't research alien commander until you need it).

...

As for which HQ to tackle first, you cannot usually plan this ahead that much. It is up to RNG which cults spawn forward bases or give another chance to capture a cultist that knows about their HQ (there is only a 4 % chance per cult per month to locate one). In my current SH/IM run, in May 1998 I have had zero forward base missions (in 7-8 months). But I got a durathread factory mission, which is a more easy way to capture a Red Dawn Coordinator and squeeze out the location of the HQ. Red Dawn HQ isn't too hard if you get a decent spawn location and you know sniper/spotter mechanics and cheese the missions. Likewise, Black Lotus is also relatively easy if you cheese it by camping and bring along scout drones to spot the assassins (or at the very least a lot of dogs to sniff them out). I think I've seen a YT video without save scumming dealing BL HQ with a crew of 8 but I'd definitely wait for the osprey.


Offline orb370

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5304 on: July 20, 2023, 07:38:53 pm »
For the Alien Retaliation:

It was about 10 aliens that completely resisted kinetics. I sped up time afterward and my 2nd base got destroyed a few weeks later.

I did interrogate a Sectoid navigator, was that it? I also shot down a small scout UFO w/ a Mig. I guess that would make sense as well.

On difficulty:
I wasn't really complaining, didn't mean for it to come across that way. I just found some strange difficulty spikes. I've beaten Xenonauts (and the original Xcom) on the highest difficulty, (though it is relatively easier than this mod!), so I definitely don't mind the difficulty.  I agree on the church thing - I was just surprised there were scout cars when I didn't even have access to AT weapons yet, so I thought there was a set order you're supposed to take them out. And yeah I did get access to the HQ through the durathread mission. So I probably jumped the gun too early anyway.

On MIB interrogation: Ah yeah, I guess you're right in the sense that interrogation doesn't unlock anything when you can do it, so I probably did it too early. Maybe it could be locked behind the advanced intelligence center?

On handholding:

The information on promotions is already there, you just have to dig through the tech tree viewer. I thought a little more guidance would be nice and thematic, but obviously up to you, was just reflecting. I already know the info now - it wouldn't be for me.
« Last Edit: July 20, 2023, 07:51:31 pm by orb370 »

Offline Juku121

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5305 on: July 20, 2023, 07:46:53 pm »
...aliens that completely resisted kinetics.
That doesn't really narrow it down much, depending on what kind of kinetics you had. I guess it wasn't Mutons. Gazers? Armoured Reptoids Hybrids?

I did interrogate a Sectoid navigator, was that it? I also shot down a small scout UFO w/ a Mig.
Interrogations don't cause retaliation. Shooting down even the tiniest UFO does, however. Well, or at least causes a check for retaliation, the aliens don't avenge everything.

I just found some strange difficulty spikes.
This isn't a balanced mod. :P It's not even complete, and I doubt it will ever be.
« Last Edit: July 20, 2023, 07:49:41 pm by Juku121 »

Offline orb370

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5306 on: July 20, 2023, 07:57:58 pm »
That doesn't really narrow it down much, depending on what kind of kinetics you had. I guess it wasn't Mutons. Gazers? Armoured Reptoids Hybrids?

Ah yeah Gazers. It was definitely doable - but I had bad luck as my main squad had just finished a tough mission and were all wounded/dead.

Offline psavola

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5307 on: July 20, 2023, 08:03:19 pm »
Interrogations don't cause retaliation. Shooting down even the tiniest UFO does, however. Well, or at least causes a check for retaliation, the aliens don't avenge everything.

Even if it's not relevant in this particular case, just for the record, to make sure that it's not just shooting down UFOs that causes retaliation missions against your bases:

- researching STR_COMMANDER_PLUS does cause monthly retaliation missions targeting a base
- researching MIB commander under certain conditions causes Ethereal retaliation mission targeting a base
- month 22 ->, there is also a 20% chance of retaliation missions even if you didn't shoot down any UFOs
- and there are a few other cases (such as The syndicate retaliation) which cause retaliation.

Offline Juku121

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5308 on: July 20, 2023, 08:10:39 pm »
Okay, I was wrong. :( Researching some high-ranking enemies does cause retaliation.

One more source of retaliation are cultist bases. I guess Solarius hasn't found the necessary sadism for adding alien-base-generated retaliation missions (yet?). :)

Offline Fiskun1

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Re: The X-Com Files - 3.0: Beyond Human
« Reply #5309 on: July 21, 2023, 03:39:47 pm »
Where can I see the current number of points and what do they affect (by points, I mean penalties for ignoring missions, points for victories, etc.)?