aliens

Author Topic: The X-Com Files - 2.6: Paranormal Activity  (Read 1323489 times)

Offline the nomad

  • Captain
  • ***
  • Posts: 89
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3180 on: December 19, 2019, 10:50:25 pm »
Thanks for the answers.

there´s also thermo/psi vision and such.
Wouldn't recommend to use smoke grenades vs aliens or several other enemies. They just don't care...  ;D
Red Dawn does have the spotter mechanics, but I´d assume some of their higher tier officers have limited thermal vision (due implants and such), thereby filling the spotter role quite well.

This seems to be the case. In Red Dawn's case the Soldiers, Sailors and Pioneers seem to be ones shooting at me. Didn't know there was a stat that would cause them to see through smoke, that is pretty cool and indeed consistent with the implants mentioned in Red Dawn research. Ditch it is against them, then xD.

Offline thisnameismeta

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3181 on: December 19, 2019, 11:27:05 pm »
Nighttime raids are much safer against the cults since even if they babe thermal, night, or psi vision it's usually less than your normal vision. Just control the placement of lights using flares so that you can see the enemies but they can't see you and it'll be fine.

Offline HT

  • Colonel
  • ****
  • Posts: 455
    • View Profile
    • Email
Re: The X-Com Files - 1.1: Big Rain
« Reply #3182 on: December 20, 2019, 02:50:01 pm »
I remember that one of the new possibilities offered by the upgrades in Open Xcom is the possibility of having less aliens show up in a Base Defense mission if you manage to damage the attacking vessel during the Defense phase. Is this a thing in X-Files? Otherwise, there's no reason to keep defenses unless you want to avoid being attacked too frequently, or there are vessels capable of destroying instantly your base (also a thing possible in the modified engine).

Offline Doc

  • Captain
  • ***
  • Posts: 63
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3183 on: December 20, 2019, 09:38:41 pm »
Absolutely fantastic mod, been enjoying it completely.

Made it to August 1998, and still getting surprises and curveballs every month. Hybrids? Barn of Gore?? Exobiological Contamination? What next, what next...

Done two of the Cult HQ assaults, Dagon and Exalt.

Exalt had its moments, and I can see how the theme of a million doors, rooms, and an upward (downward) fight keeps you moving and creates tension, but I have to say the map seems just a little too big and empty. Once I'd cleared out 99% of the enemies I ended up playing till bug hunt mode to find the one last Enforcer that decided to hide in a tiny stairway on the 3rd (4th?) and stand still. By then of course everyone but the dog was panicking every turn due to readiness drain.

Dagon HQ was tough, but actually pretty fun. Felt like a desperate fight at the LZ as the crazies just kept streaming in until we were finally able to push out and fight our way into the temple proper.

Now down one Avatar that thoroughly traumatized a few squads and ready to see what the ninja boys have to offer.

Liked the special missions for the cults that I've gotten so far, Exalt Liquidation, Soul Harvest, Durathread Factory and the Shrine. Tough and fairly unique in each case. I'd love to know if anyone has managed to save the civilians in the Liguidation though!

Again, appreciate the modding work. This seriously goes beyond the scope of most mods, practically its own game.

Offline Bananas_Akimbo

  • Colonel
  • ****
  • Posts: 103
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3184 on: December 21, 2019, 03:41:29 pm »
1) I just finished the new Red Dawn HQ (first HQ in this campaign). Here's my thoughts:
It still fits Red Dawn thematically, but it's not as pretty. Most importantly, it's much easier than the old one. Whether this is good, bad or neutral I can't say. One thing I do know: To me the old Red Dawn HQ was the most difficult HQ by far. This was due to having a hot LZ with no cover whatsoever, lots of enemies on the surface with sniper rifles and machine guns, entry points to the lower level being difficult to reach, enemies in the big trench throwing explosives at you without having to expose themselves. Doing it without either alloy vests or HWPs was inadvisable in my opinion.
The new HQ is the exact opposite. Zero enemies on the surface. That's the most important difference I think. Some cover around the LZ. Several entrypoints, but enemies can use only the main entry. If making the mission more difficult is desired, I suggest the following: Open the fence around the entry to the ventilation shafts. Put a couple enemies on the surface but don't go crazy.

2) I have had all the cult operations research done for several months now, but not a single base mission so far (the Red Dawn Coordinator I got in a different type of mission). I checked my savegame and one base (Black Lotus) is coming up this month. Still, this is a pittance compared to my last campaign, where several base missions would spawn each month. It's not a problem for me, just an annoyance. So I took a look at the mission scripts.
For example:
  - type: CultBaseEXALT2
    executionOdds: 4
Does that mean 4% chance of that mission appearing per month? There are eight CultBaseEXALT missions listed. So 32% chance total for an Exalt base in a month? Am I interpreting this correctly?

Offline RolandVasko

  • Colonel
  • ****
  • Posts: 178
    • View Profile
    • Email
Re: Re: The X-Com Files - 1.1: Big Rain
« Reply #3185 on: December 22, 2019, 01:14:35 am »
...but, anyway, ~~ 

so, how do you do, in those western EUrope, still,

:D :p

lôl,

eh!..
« Last Edit: December 22, 2019, 01:30:25 am by RolandVasko »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 10634
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
    • Email
Re: Re: The X-Com Files - 1.1: Big Rain
« Reply #3186 on: December 22, 2019, 02:36:22 am »
@Solarius, sorry for being quite invasive, there were only some suggestions accordin to my taste, obviously :P i hope if thr will be some consent on these fom other user please think about :)

Not to worry! You speak openly what you want, I'll speak openly what you get. :)

Well at least may be possble to take ut the butt from the handob?

Well... Yes, if it's made! :)

Sorry, actually i meant the pump action shotgun! See second screenshot here: https://openxcom.org/forum/index.php/topic,4595.msg120683.html#msg120683

Thanks, fixed.

Don't know, that may make game progression more slower, needing an overhaul of the research three, adding more stuff. Mmmh if its to hard don't mind

No.

i have to read more carefully, But seriously we don't need a scientist to research a pitchfok...



Spmething like that: https://www.bing.com/images/search?q=crop+ircles&FORM=HDRSC2

...good luck with that on a 10x10 pixel canvas.

just for balancing purposes; im no weapon expert but ifferent guns firing same bulets may be different when it comes to damaing things? It may depends on the mechanichal of the thngh?

No, why? I mean, I understand accuracy and such, but amm properties???

Just to diversify thinghs, 90% of mods for the game share the same handob  :'( for instance ak-47 is the same as xpiratez; i was thinking about some different, see here: https://openxcom.org/forum/index.php/topic,4983.msg72985.html#msg72985 There are plenty of resources on this foru; why keep using same sprites' If alinare agrees, the resources from his mod here may be used, saving time:
https://openxcom.org/forum/index.php/topic,5410.0.html (latest version here: https://openxcom.org/forum/index.php/topic,5410.msg107940.html#msg107940)

I am not in the phase to hunt for or make resources now, but maybe, if something comes around...

Why folks why? "The bigger (selection) the better" :) well actualy i must to admit i was an eager fan of jagged alliance 2 so i like the gun porn :D

Well I like it too, as you can probably guess :D

Im glad you liked the drafts; but i'm not very expert about sprites stuff i spent a day making that hatchet usin paint.net, don't know how to save in .rgm with that software. Anyway as second attempt: tryed to modify the ax included in the mod to make a fire one but seems to be kinda sufficient.. Loooking forward to see firefighters in game! :P

This one looks way better, but again, NO PALETTE PLEASE!

(...) this 'half of the game" don't have any sense, especially the second one. :) I think it is the question of personal choice: if player wants to do a "speed run", he should have such an opportunity; and if player wants to investigate every corner of the game he can delay Cydonia as far as he wants.

Well, yes and no... :)

First, what..a...FANTASTIC...mod! Kudos, Solarius Scorch and whoever attributed to it.

Thanks! Always more than happy to see a new face :)

Your question was answered correctly, so no need to add anything.

Solarius, just playing some more, may be possible to have in total IV promotion steps:

promotion I --->international task force----->promotion II international paranormal unit--->promotion III (transformatin of promotin III prequisite)---->international agency----->promotion IV---> international body

And why would I sepnd several weeks on reorganizing everything? This doesn't seem any objectively better.

I saidv it already and apparently I need to reinforce the message: justification or GTFO. Why would I even bother to read something like this?

I also redrawn a new sprite for the hunting rifle, and the AK-47 and uzi handobs with gunbutts, as for the former the current one is more of a micro uzi, i've made a standard model.

Pretty interesting. I will save these and see what I can do with them. But this Uzi is like, twice as big as it should...

Also was figuring how to take out the gunbutt on the small shotgun (see https://openxcom.org/forum/index.php/topic,4595.msg120683.html#msg120683) but did not find: probalby it shares the same sprite for the regular one?

Which sprite?

I noticed you can build multiple "Headquarter" type facilities in the same base. Is that intentional? If so, I suppose it's a way to build additional labs once you built the regular ones, even if it's in a very cost-inefficient way.

Right now you can, but we'll see about that.

I remember that one of the new possibilities offered by the upgrades in Open Xcom is the possibility of having less aliens show up in a Base Defense mission if you manage to damage the attacking vessel during the Defense phase. Is this a thing in X-Files? Otherwise, there's no reason to keep defenses unless you want to avoid being attacked too frequently, or there are vessels capable of destroying instantly your base (also a thing possible in the modified engine).

I keep changing my mind here. :P

Absolutely fantastic mod, been enjoying it completely.

Thank you! :)
And gracias for the impressions.

For example:
  - type: CultBaseEXALT2
    executionOdds: 4
Does that mean 4% chance of that mission appearing per month? There are eight CultBaseEXALT missions listed. So 32% chance total for an Exalt base in a month? Am I interpreting this correctly?

Yes, 4%, but there are 8 such scripts. So much more.

And thanks for the Red Dawn HQ feedback!


misterx

  • Guest
Re: Re: The X-Com Files - 1.1: Big Rain
« Reply #3187 on: December 22, 2019, 03:31:40 pm »
Which sprite?

The attached on in battlescspe displays a gunbutt; but as you wrote before it was already fixed.

As the rest; lookin forward to next version!

Offline Doc

  • Captain
  • ***
  • Posts: 63
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3188 on: December 24, 2019, 03:03:44 pm »
Magma Labs first time, scared of zombies again. Having my last four survivors desperately fighting back to back and picking up heavy weapons off dead troopers as they run out of ammo was quite the experience.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 10634
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
    • Email
Re: The X-Com Files - 1.1: Big Rain
« Reply #3189 on: December 24, 2019, 03:24:35 pm »
Magma Labs first time, scared of zombies again. Having my last four survivors desperately fighting back to back and picking up heavy weapons off dead troopers as they run out of ammo was quite the experience.

Yeah, it's not easy at that time. I think it can be hard because it puts the player against mostly standard zombies in a completely different environment. And the new enemy types don't help!

Offline X-Man

  • Colonel
  • ****
  • Posts: 281
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3190 on: December 25, 2019, 07:11:14 am »
Merry X-Mas to you, my dear western X-Comrades!  ;)

Offline the nomad

  • Captain
  • ***
  • Posts: 89
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3191 on: December 26, 2019, 10:51:25 pm »
About the mod's logic, are you supposed to end all cults at the time the invasion starts in 1999? I am at Jan 1999 and I've only terminated EXALT so far. Would have finished Black Lotus too but that Boss banshee kicked my ass bad :D.

 
Merry X-Mas to you, my dear western X-Comrades!  ;)

Merry X-Mas to you too!

Offline zoli

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3192 on: December 28, 2019, 10:51:15 am »
Hi!

First of all, I would like to thank Yankes and Meridian for creating OXCE and Solarius Scorch for creating XCF! The game is great! I tried it a year ago and i started a new game now. I look forward to the changes since last time.
There are a lot of new functional and game mechanic features in OXCE, i discovered some of it by watching youtube videos and some of it by complete accident(for example: i can hide items in the purchase menu, its useful to clean up that list!). The bug hunt mode is much appreciated!(I also know its necessary because of the new readiness system)

I have a question about Humvees vs Helicopters: are the Humvees intented for poor financial conditions(compared to choppers)? This is what i know:
1. Research:
After recruiting the millitary envoy, I needed about 5 days to research Humvees with 15 scientists. I needed 6 or 7 days to research flight training and helicopters.
My conclusion: you get to both vehicles at the same time. You need to research flight training later anyway.
2. Stats:
The chopper is faster, carries more people but its range is limited to almost 10.000 km.
The humvee has a practically unlimited range. It has a weapon hardpoint but AFAIK it won’t be needed?
3. Price tag:
Humvee: 75K, then 5K monthly.
Helicopter: 100K, then 6K monthly.
Because choppers don’t have global coverage, you should build a second base for chopper number two.
A new base for interceptions can cost 1.5-2 millions and the upkeep is 60-100K monthly.

So I think now it only makes sense to go for Humvees if:
1. you don’t have money for a second base for several months after recruiting the envoy
2. you don’t have a big enough revenue to maintain two bases

Experienced players, do you actually need Humvees as an intermediate transport on Superhuman? I have enough money to build a new base so i won’t need Humvees. But I desperately need faster transports.

Also, what are the best ways to make money in this game? What items are profitable to manufacture once i can build a workshop?

Offline X-Man

  • Colonel
  • ****
  • Posts: 281
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3193 on: December 28, 2019, 11:35:16 am »
Experienced players, do you actually need Humvees as an intermediate transport on Superhuman? I have enough money to build a new base so i won’t need Humvees. But I desperately need faster transports.

You are talking about so individual issues... What answer do you expect? Yes, humvees (Land Rovers lately) are very useful because of their almost unlimited range. As for me, I'm playing on SH difficulty and using such transport until Skymarshall appears. Monster hunting, farms, hunting for lunatics, etc. It is very convenient for me have such small team which is always ready to work in every point of the Earth.

If you have short-range craft (helicopter, Dragonfly, etc.), build second base on the opposite semisphere. Then build there small living quarters, one hangar and at least one small warehouse. After that, if you need to engage into mission on another continent, you can easily transport all your craft with its team to the second base and draw them back to the first one. I'm acting like that every time, until Skymarshall appears.

Actually, I've never have any problems with money, so I didn't bother myself by any financial calculations.  :)

Also, what are the best ways to make money in this game? What items are profitable to manufacture once i can build a workshop?

The most profitable (in order from the most to less profit): 1-alien heavy laser, 2-chemogun, 3-alien laser rifle/laser rifle, 4-alloys.
Just produce that item which is the most profitable in your current situation.

Offline zoli

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: The X-Com Files - 1.1: Big Rain
« Reply #3194 on: December 28, 2019, 04:25:54 pm »
I was looking for reasons to use the Humvee. It didn’t seem that its usage can depend so much on personal tastes. I didn’t bother calculating the cost of a new base until now! :) And I never thought transporting teams and choppers from one base to the other can be that quick – I have to use vans now and I miss a lot of missions just because my agents can’t get there in time. I work with two teams now and I planned to move one of them to the new base.

Thank you for the manufacturing tips! I think alien alloys will be the first item i can research on this list.