Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1951886 times)

Offline X-Man

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3135 on: November 27, 2019, 12:06:49 pm »
X-Man:
Very correct and fair comments. This is the rare case when you can agree with all points.
Thanks!

Thanks to you, but I'm not sure which of my comments do you mean. :) 

Offline TheCurse

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3136 on: December 01, 2019, 05:53:16 pm »
what does helix knight do?
got 1 soldier to train it, but didn't display any stat changes...

Offline HT

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3137 on: December 02, 2019, 04:40:08 pm »
After playing this a little more, I think the "Cool Gadget" research topic needs a bit of a tweaking.

Basically, in order to unlock the Workshop, you have to be lucky to get an EXALT mission where there are Psiclones stored somewhere, or get a mission with a Reaper chilling out and eating people, or perhaps a Beach episode with Osiron goons. Otherwise, it's difficult to get that research topic if the RNG hates you, because many of the items that unlock said topic require a Laboratory of some sort to be studied.
Perhaps the Science Lab should not be locked behind Promotion 2? It already has many built-in restrictions, such as its massive price, the fact you can only have one facility of that kind per base, and the research subject required to unlock it being quite long to complete. That way, if you can get it after say "Mutant Metabolism" is researched, you would be able to research stuff that requires a lab (such as a Flame Glove or the Canister Gun) and more easily unlock the path towards getting a Workshop without depending so much on specific RNG.

Thoughts?

Offline TheCurse

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3138 on: December 02, 2019, 06:29:12 pm »
I think the cool gadget is unlocked by dozens of items already, you may get unlucky with RNG, but probability is low...
ThereĀ“s worse things to wait for.

Offline Bobit

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3139 on: December 03, 2019, 01:06:57 am »
No he's right, psiclone is really the only easy way to get a Cool Gadget around the same time you get a Strange Creature.  Otherwise you're waiting quite a while, and All Staff Recruited is absolutely necessary for midgame progression. It's not something that is very harmful to gameplay, basically just one more random factor, so I wouldn't call it a balance problem. It is mildly disappointing that out of that huge list only one item really matters.
« Last Edit: December 03, 2019, 01:10:11 am by Bobit »

Offline AgitateAntelope

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3140 on: December 03, 2019, 02:42:25 am »
I have just researched napalm grenades after promotion 3 but they seem inferior to regular incendiary grenades in every way. Smaller area, less damage and have to manufacture them myself instead of just buying them.

Am I missing something?

Offline Mathel

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3141 on: December 03, 2019, 07:32:06 am »
If I remember correctly, Incendiaries do 5 to 10 raw damage on impact and then regular fire, its damage stat giving the explosion radius. This is how incendiary ammunition in vanilla works as well.
Napalm does 20 to 60 raw damage on impact (RandomType:2, 50% to 150%) and then regular fire.
Both do 15 times to morale what they did to HP, which means Napalm is almost guaranteed to panic your target.

Offline Ridley

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3142 on: December 03, 2019, 11:25:27 am »
Respectfully just wondering when a version may be available for download? Been dying to play this but literally came to download it on the same day you took it down  :P

Is there perhaps an older version I can play in the meantime?

Thanks and love your work, really enjoyed final modpack! :)

Offline asc767

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3143 on: December 04, 2019, 11:24:35 pm »
I have some questions regarding Lunar Satellites.
How does one acquire "satellite supply" which is required for the launch? Does the satellite control building need to be built and does it need to be in the same base as the workshop that builds the satellite launch?
Also the satellite itself and the hyper wave decoder seem to be missing UFOpedia entries in 1.02. Example attached.

Offline X-Man

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3144 on: December 05, 2019, 09:32:22 am »
Anybody knows what Helix Knight transformation does? No records in "bonuses" screen, no bonuses after transformation.

Offline Mathel

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3145 on: December 05, 2019, 09:43:04 am »
Anybody knows what Helix Knight transformation does? No records in "bonuses" screen, no bonuses after transformation.
From soldierBonuses_XCOMFILES.rul
Code: [Select]
  - name: STR_HELIX_KNIGHT
    stats:
      stamina: 10
      health: 10
      reactions: 5
      firing: 10
      throwing: 5
      strength: 5
      melee: 10

Perhaps not showing the bonuses is a bug caused by not requiring stats, just prior transformations.

Offline X-Man

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3146 on: December 05, 2019, 11:20:28 am »
Perhaps not showing the bonuses is a bug caused by not requiring stats, just prior transformations.

I've had the same thoughts and checked soldiers' stats screen after transformation... Nothing changed.
Seems like it is another sort of a bug.  :(

Offline Space_Age_Hippie

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3147 on: December 08, 2019, 11:09:28 pm »
Hey Is There A Way I can Download this as it says its temporarily unavailable so any older version at all? Thx

Offline Solarius Scorch

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3148 on: December 08, 2019, 11:22:50 pm »
I've had the same thoughts and checked soldiers' stats screen after transformation... Nothing changed.
Seems like it is another sort of a bug.  :(


Yes, it was a bug, now fixed. And version 1.1 has been released!

- Removed all terrains made by Hobbes.
- New Durathread Factory map.
- Improved M.A.G.M.A. Minitank Factory map.
- New Alien Base, Farm and City mapblocks (by Civilian).
- Overhauled and expanded Industrial terrain (by Dioxine).
- New Geoscape theme (from Devilman Crybaby).
- New items: Smart Shotgun Ammo, Smart Shotgun Tritanium Ammo.
- Magnum has a shorter snap range.
- Improved graphics for the BlackOps Sniper Rifle (by Ethanw80) and the Multilauncher (by The Martian).
- New handob for generic shotguns (by Efrenespartano).
- Improved police resistances.
- Decreased enemy spotter timers.
- Decreased the price of the Concussion Cannon.
- Removed front doors from the Skymarshall.
- Rebalanced UAC Rocket Launcher Clip.
- Staff of Heart Grip is slower.
- Added missing descriptions to some Ufopedia articles related to the lunar arc.
- Renamed STR_STIMULANT to STR_STIMS to avoid strings clash.
- Large Alien Drone wrecks are now recovered properly.
- Fixed the Takedown Specialist commendation.
- Fixed the Helix Knight and Helix Psion transformations.
- Minor tweaks and fixes.

So, we're back online! Enjoy!

Offline namad

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Re: The X-Com Files - 1.0.2: Judgement Day
« Reply #3149 on: December 09, 2019, 02:48:04 am »
Wow 1.0 and 1.1 have so many new features and feature overhauls, I wonder. Are my saves from 0.9.9 still valid? or should I finish my 0.9.9 campaign before updating?