But you can already sort agents in the craft screen?
That's true! I am not sure why it was in my notes for the report - maybe it glitched out or I didn't notice it?
The lore article states that private transport is faster and the public transport article mentions how your agents rent vehicles once they've arrived at the target destination. Yes, having stats for private transport would be a nice addition. Maintenance basically covers unlimited flights per month as well as car rental and logistics.
Yes, and it still doesn't address some of the issue, like how it doesn't explain flying/swimming humvees. Thus the idea to adjust the description as proposed.
Checking the ruleset almost all research has a points value attached, but interrogations don't get you that much. Adding council fluff to dossiers is strikes me kind of redundant seeing how they already state that Interpol has been notified or that the target is under surveilance.
Hardly redundant. The fact that Interpol is notified may mean nothing for the council - Interpol is a different organization and they do not directly provide you any boons for cooperation, so it may very well be suggested that the dossiers etc are just fluff and no one cares about you pushing it further to the Interpol - you're doing that out of goodness of your heart.
Research progress is only checked at midnight each day. Even if the items in question would have been completed beforehand you only get the reports at midnight.
Which is fine, as long as the research times are still adjusted to just a few hours for a weapon/mundane item research/acquisition so they'll get completed comes the closest midnight (assuming it's not around in just an hour or so).
This is probably due to how xcom calculates damage rolls (0-200%). Not sure if decreasing armor is the best way to fix this. And yeah, some enemies are extremely hard to kill by conventional means, but they are (usually) susceptible to other damage types.
The latter part is nice but it merely slightly makes up for the first part which is the issue. No matter how much a beetle or a giant rat is vulnerable to fire, it certainly still should go down with one, two bullets from a passably good handgun (the former probably more likely than the latter). Same goes for sleeveless shirt wearing gangers and other such humanoids, especially when they are able to do the same against my rookies in light armor, using guns worse than those of my rookies.
Then again only humans seem to need PSI-Amps to actually make use of PSI attacks.
Yes and no. Quite a few characters that are quite human, in the dossiers and combat reports are mentioned as able to utilize certain, even if very limited in power or utility psychic abilities even without the tools, just through natural ability or training. There's also mention of how humanity has likely some ethereals genes which may be (though doesn't have to be) the source of human psionic potential in the first place. Sure, it can still mean it's flawed and thus my suggestion for explanation that amps are required to be able to use those abilities in combat scenario to any useful degree rather than make them seem necessary to use any at all - to keep in line with those articles.
Maybe the article is specific for humans and describes the closest analog as to how humans can access PSI? Maybe other creatures use other areas of their brains for it?
I'd suspect that genetic counterpart to whatever spiritual aspect that governs such abilities would be expressed in similar way - that's how genes work. Plus no matter the function, the point is that the researcher is at best clumsy and at worst misleading by describing the mechanics of such abilities as exotic math skills when it's not the case (or if it is the case - the researcher shouldn't know that) and it's merely the closest analog they could imagine - but they don't underline that.
Good point, i've been wondering about that too. Making use of the turret on the battlescape would be nice, but i'm not sure it's possible to implement.
I mean, it's remade and heavily recoded X-com. While out of scope of this mod, in general sky's the limit. Possibly could be hacked by making near invulnerable, friendly, psionics-resistant multitile autocannon creature shooting things and looking like a part of the vehicle on the battlescape.
You can make the tileset indestructible, but that won't save your items. For that you'd have to make every item indestructible, which kind of defeats the point.
Shame. Probably another thing that'd have to be suggested as something for OpenXCom/Extended to do.
Strange - of course they shouldn't disappear when you're not actually using them. Otherwise, have you tried enabling statistical bullet saving in the options?
Am playing with that option since a bit. Will report if the issue will still keep happening. There does seem like there are weird things still going on with the game, still. For example, some injured agents are fine but some keep getting stun damage every turn desptie being out of harm's way, requiring steady doses of stimulants to not lose consciousness - and some of those who lose consciousness, despite having no bleeding damage can die after a dozen or two of turns. Some floating point in damage calculation somewhere?
A lot of people have been asking for this, but it's not practical as long as we can't assign "large" and "small" to hangars and crafts. Right now every hangar can house any vehicle. Wait for whenever this is implemented in OXCE+.
Will do. I just hope Solarius Scorch will keep it in mind for implementation if/when it'll ever get in. I really think the initial base should be smaller and not require dedicated storage/crew quarters for the first few agents one gets making such additions part of the early-game progression.
Cult missions always spawn the highest ranking enemy for that mission, according to the size of the base/outpost.
True, but my point is that it should be ensured, especially as new early-game missions will come in - that type of POI/enemies is mentioned, both in cult missions and regular strange life form or whatnot ones.
And they'll probably always be called clips because X-COM. You can of course replace "clip" with "magazin" in the localization yaml if it bothers you
That's a cop out answer, don't you think? We could also say that you have to play as sci-fi supersoldier organization using oversized guns only since it's X-COM, but this mod offers an alternative and it's all that much better for it. Again, it's not a big deal either way, but certainly I don't see any good reason, beside possible effort that'd have to be involved, in changing clips to magazines.
I think it's more about making sure that all arcs work as intended at this point. Yeah, additions would be nice, but implementing them probably takes more time than adding lore articles. Also -> "Note that 100% does not mean there will be no changes or additions, only that I consider this arc done and fully functional."
I did note it and still undelines how I like certain things and would like more of them over some others, as per the function of a feedback
Have you checked the requirements for Cydonia or Bust? Terminating the cults is completely optional (right now at least).
That's good, though you didn't address the first part of the issue I have with win conditions in general, like the fact they all seem to be based on a particular group of aliens (well, or two, not sure about connection of Deep Ones with ethereals/sectoids).
Personal lights are already implemented, though not all armors have them. You can check the armor Info tab to see what light/vision sources they have. You can also enable/disable personal lights (see keyboard shortcuts).
That's great ot hear, I'd just hope for similar functionality to be available no matter the armor, with motion sensors, seeing-through-invisibility and light being passive effects of items a character is carrying around.
COnsider them fluff and auto-sell them.
Fluff is good, but then some of those items are so random they shouldn't be collected or researchable. And I certainly shouldn't need to steal a corpse of some farmer and then pay to get rid of it, effectively being penalized for the death of said farmer twice (on top of mission score penalty) when I don't want it at all and it should be something for council cleaners to deal with.
Not sure if that's even possible UI-wise.
I mean, the functionality is all there, but yeah, possibly would need some code adjustment.
Not sure what you're asking for, you can already sell (and auto-sell) items from the end mission screen.
I can sell things alright but the is not consistent. I'd like to be able to right-click it into autosell category, the way normally there's a hidden category for buying/selling from base. Not a big deal, either way, just a suggestion to consider.
Because Storm Rose isn't concealable while the flame glove is.
Ah, good to know.
Also, since I am already making this, a few more points of feedback, plotholes:
Aforementioned article mentioning ethereals - must be above my confidentiality access rights since I didn't see an ethereal - would be nice for council to share all they know about those if they are aware of their existence and I got enough promotions to be global humanity defense force. Combat analysis and autopsies may be a stretch (plus, after all, it's not assured council has that data) but some fluff article at the third promotion along the lines of "it's time to declassify the last bits of knowledge this council has about aliens themselves - we know of such and such, known for this or that, we dealt with them in such particular ways". No particular details, just certain idea and a warning that the data may be outdated or we may be dealing with a different beast altogether this time.
I'd also enjoy a better name underlining global position of X-Com. Maybe "X-Com: Global Paranormal Defense Initiative"?
Is stumbling upon outposts and bases of eradicated (with confirmation through confirmed research) faction intentional? On one hand I can understand if some small pockets are still functional, but on the other I was told that it's now a matter of council shock trooper squads/cleaners so should I still be getting those? Not that I mind, more of the loot and whatnot. I just hope not doing those missions doesn't impact my ranking negatively either.
I'd prefer repurposing them - same map, same enemies but different fluff in mission details. "We found a remnant outpost which survived the chaos engulfing the [organization] and our following strikes against it. It's still defended too well for regular council cleaners to be able to take it out without suffering casualties so you're offered to neutralize it as a second-priority mission." would do well.
Some research seems unrealistically gated. For example, I can study the corpses of trooper zombies but I cannot check their chips till I will interrogate Osiron boss. I can acquire certain rifles from various cults/gangs but I cannot study them, despite them lying there gathering dust in my storage because they require promotion level higher than what I have (in some cases despite them being outdated models/alternatives to guns I already employ in my squads!) and in general, I'd like a bit more fluidity here.
I'd really recommend letting one acquire a corpse after a study on a live monster/non-human enemy. It's weird I cannot simply dissect some creature because I previously looked at how it behaved when alive. It disappears afer that and I assume I don't simply let it go free so probably it did end up dead. Let me have the corpse. Given how certain missions and unique creatures in them are very hard to stumble upon twice (spider queen, certain strange life mission creatures, other such stuff) it only makes it more troublesome when I am forced to get living and dead specimen separately.
I wouldn't mind it if certain unique creature analysis could be acquired through other sources, though. For example, secret documents or research notes could be a loot item that provides certain research, including research on various creatures at random, the way interrogation can lead to random dossier. Maybe cult of Dagon has documentation on gilldogs, maybe black lotus is spying on everyone else, maybe some alien tech could gleamed from what one could retrieve from EXALT bases. It could be a whole venue of covert missions, too - infiltrating research centers, illegal labs, dwellings of some minor civilian occult groups that got to study something they shouldn't have, getting research data and objects but having all enemies (at least the human ones from among them) considered civilians and thus penalizing the agents for killing them, forcing one to either grab the stuff and run to particular location (I know such functionality exists) or be forced to taze/knock out everyone. An easy, but tricky source of intel, research, more exotic (though not necessarily powerful) items. The mission ending with interrogation of syndicate scientist who has a chance of divulging creature entries is a step in that direction. A good step that should be expanded upon.
The above could also add some functionality to documents, madmen diaries and other such items we currently have which are semi-rare (at least I very rarely get mission about hunting maniacs) but less interesting than they'd seem.
At the same time, I wouldn't mind if there'd be alternative technologies stemming from the more rare of findings. Aside from mundane weapons employed by various cults/groups, the weapon progression is pretty linear. But what if after studying some particularly interesting strange lifeform which one may but doesn't have to encounter one can develop new interesting weapon alternative? I recall once finding those floating red things zapping me - maybe study on them could lead to improved tasers. Bullfrog poison seems like a great alternative way of developing dart guns with stunning toxin. Seeing how abominations are good at assimilating things, maybe a defense against it could be developed that would also work against zombie infectors - making the agents killed by them not raise as zombies themselves (which at that point would be just a gimmick, but still, something new to research).
Speaking of dossiers and other such stuff - it seems there's nowhere can I check if a particular apprehended type of a person has still something to give. I see that certain cult/gang members offer no option to be interrogated but I cannot easily compare what they provide since other higher ranked members can still be interrogated, there's still dossiers they can give etc. I believe that basic fluff, like those dossiers should be something every basic trooper of a type can provide, with 'high-ups' offering more practical info regarding functioning of the organization or unlocking very much optional, 'bonus' missions ("We're learned from this higher-up about a few planned shipments of weapons/important and valuable relic location/dead drops for money and other small tidbits. The details are hazy due to secrecy and frequent changes in response to our infiltrtion, but we will notify you should we pinpoint one out").
Anyway, krautbernd, thank you for addressing some of my points. I still hope that Solarius will address the rest (or those of the points you've addressed only partially) in both of my posts now or at least drop a word of acknowledgement so I can go my merry way knowing that whatever issues I have/had were at least seen and considered.