Maybe remove sniping from the lowest-level RD dudes, at least Gangers and possibly also Lads? Or reduce their sniper values so they won't be sniping a lot.
OK, I have disabled it on gangers and drastically decreased for lads. I agree that it was a bit too much.
Who says they want to use said biotech in exactly the same way (+HP steroids instead of weapon grafts, mind-machine interfaces, combat drugs, etc)?
Nobody said that, but in most cases they'd want more resilient troops regardless.
The Syndicate Supersoldiers and Minotaurs, okay. These are already pretty tough, and another 10-15 HP wouldn't make them all that much tougher. The others are mercs/hired goons for the most part, no need to feed the temps the good juice.
MiB guys are actually pretty wimpy HP-wise. I wouldn't mind the more advanced versions getting some steroids.
The UAC Space Marines could get a boost, too. Memetic Doomguy toughness, you know.
I agree, all this
can be done, but I'd rather not do any big rebalances if they can be avoided. Frankly I'm torn on this - wouldn't want to make early game even harder, it's the later game which is a problem.
If you don't care about any of them, why are you using RL guns as a basis? You could have just used generic names for most things, kind of like Piratez does for a lot of its weapons. Or even how you have a 'Colt .45' in the game that's a pretty blatant expy of an M1911.
Well it's not like I
completely disregard them, it's just very hard to meet their exotic requirements.
What's so involved about that? I made some hostile female farmers with little trouble. Granted, you can't research them, but that's not all that much more work.
I can't remember right now, only that it was a pain due to how MiB/zombie missions are coded. Not saying it's impossible to do, just a little too complex for me to get off my ass. Maybe later.
The other angles are fine, it's a thin line there. But the back view is pretty much the same size as their visor from the front. I actually had trouble telling which way the guy was facing because of this and the weapon sprite looking very similar on both ends. The only real hint was the legs.
You're right, I worked on this a little. Hope it is OK now.
I assume you can recolour the Piratez sprite on your own? I did notice that these guys need the 'Muton' drawingroutine, or pistols will look bad.
I kinda thought about them replacing the Coordinators, since those guys share their paperdoll with the maniacs, and look a bit too edgy overall. But I don't think a giant telnyashka-clad dude qualifies as top dog, either.
After some thinking I decided that another new unit for a starting cult wouldn't be the best idea, since I need to focus on the later game instead. It's just a little too much at once.
That reminds me, you never said anything about the red Salamandrons. I guess they didn't pan out?
Sorry, I need more context here.
Psiclones seem to be excessibely rare these days before getting rid of EXALT, while there are several uses for those.
Not any rarer than before.
Also, the way a lot of (mainly melee) weapons scale with stats makes highly leveled agents ridiculously effective. A baseball bat is a weapon of mass destruction far better than a high-caliber rifle now.
As designed. It's the only way to have meaningful melee.
BTW, what happened to the original RD base map? Haven't seen it anywhere this time around.
It definitely exists. Check the deployments if you're interested.
Edit4: Upon reflection, I quite dislike how the Syndicate arc goes out with a whimper instead of a bang. To wit:
(...)
Much of this is "kinda planned", so I won't address these remarks directly, but they've been heard.
Edit6: Are nooses supposed to kill people?
Very much so.
Edit7: Not sure if it's intended, but Deep One villages/trading posts and Embassies of T'Leth still use the tiny sub when I've unlocked the Trident and raided the Underwater City, but haven't progressed beyond that yet.
Not as much intended as inevitable; implementation of a certain request in OXCE would let us be more robust, so we'll see.
Hi, found OpenXcom and this Mod recently and I am having a blast (as well as being blasted with everything and the kitchen sink), thanks for all your work. Just wanted to chime in, hope this the right thread to do it, sorry if not.
Thanks a lot!
Is the MAGMA corporation a reference to something, or is it just something you came up with?
It's a reference to the
Alien Shooter series, especially Alien Shooter 2 (the good version, like AS 2 Gold, before they ruined it by removing skills).
Looking it up, turns out they were a real company up until 2011, when they merged with Plutonic Power Corp to become Alterra Power Corp.
Not sure if Solarius Scorch knew this though.
I didn't!
Hi Solarius and OXC community, I haven't played XComFiles in what must have been in over a year. I loved the mod and I came back to UFO and just got done with a run on Final Modpack so I'm currently trying XComFiles again on beginner (I know, I know) and I'm finding it a lot harder and frustrating than I remember.
I don't think the mod actually got straight up harder, but it certainly got more complex, so things can go sideways in new unexpected ways.
Also thank you, and good luck!