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Author Topic: Re: The X-Com Files - 3.2: The Colors of Sin  (Read 1949533 times)

Offline Kozinsky

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4680 on: August 22, 2022, 12:46:43 pm »
Pls, can you implement a tilt of Earth on geoscape? So there could be polar days in summer and nights in winter.
This setting has been implemented in the game for a long time and is enabled by default for X-Com Files. Check the status of "Realistic globe lighting" in the "advanced" section.

Offline Slow

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4681 on: August 22, 2022, 02:09:42 pm »
Ahhh... so it is on! I never noticed it before. Thanks.

Offline x-facility

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4682 on: August 26, 2022, 03:52:24 pm »
What is the purpose of CTRL + click on a tile to make character run and go further? I don't like this feature. It does give advantage so you have to hold CTRL every time you move a character, witch gets tiring. How to disable?

Offline Meridian

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4683 on: August 26, 2022, 04:56:48 pm »
How to disable?

Option 1) Don't hold CTRL

Option 2) Turn off "Alternate movement methods" option under Options > Advanced

Offline Juku121

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4684 on: August 26, 2022, 05:33:15 pm »
The 'advantage' is a trade-off. You 1) lose quite a bit more energy due to running and have to either stand still for a bit (shooting is still OK) or use energy-restoring items, and 2) will not stop upon spotting a new enemy, potentially getting reaction fired in the process (or just end up in an unfavourable position). It lets you focus your TU for specific actions (which is quite an advantage), but it's not really 'free TU' and constantly running everywhere ends up with soldiers scattered about and unable to reposition properly.

Whether you like it or not is up to you, of course. I find it enhances the tactical part of the game.

 

Offline Psyentific

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4685 on: August 26, 2022, 05:48:23 pm »
it's most useful as an emergency tool, like sprinting to get into a good position to deal with an important enemy. or to shave a couple TUs off a movement to squeeze in another snap shot or something. particularly with heavy melee-type units, if you sprint everywhere you'll quickly find yourself either unable to complete a move or unable to attack due to no energy.

Offline x-facility

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4686 on: August 26, 2022, 06:23:35 pm »
Option 2) Turn off "Alternate movement methods" option under Options > Advanced
Thank you. That's what I wanted

Offline Slow

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4687 on: August 27, 2022, 12:38:04 pm »
There's something with difficulty in this game, I reached a point when I lose every fight, Red Dawn or Cult of Apolcips soldiers never miss, have more advanced weapons than me, have grenades. While my agents have only kevlar vests, 44 magnum pistols and hunting rifles. And miss like 2/3 of shots.

And i play on lowest difficulty. Is this a bug or it supposed to be so?

Offline Juku121

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4688 on: August 27, 2022, 01:59:54 pm »
Is this a bug or it supposed to be so?
Difficulty does not change enemy loadouts. It does raise enemy stats, but nor a whole lot. Something like +5% per difficulty level, and not all stats.

If cultists never miss, then you're hugging them. :P They miss me plenty.

Grenades and weaponry better than what you start with or can acquire easily are intentional. As are crappy agents who need to go lift some iron first.

Red Dawn and CoA are the toughest cults to fight, though. Although I'm not sure why you've unlocked CoA while still sporting kevlar vests and Magnums. Seems like an own goal, these guys are quite heavily armed when compared to the four starter cults, and can swarm you like no tomorrow.

If you really need to get your kid gloves difficulty back, go find vars_XCOMFILES.rul and change
Code: [Select]
aimAndArmorMultipliers: [1.0, 1.0, 1.0, 1.0, 1.0]
back to
Code: [Select]
aimAndArmorMultipliers: [0.5, 1.0, 1.0, 1.0, 1.0]
Or whatever other value you fancy.
« Last Edit: August 27, 2022, 02:05:14 pm by Juku121 »

Offline Slow

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4689 on: August 27, 2022, 03:56:03 pm »
Cult of Apocalypse is in mission where I should go wearing only regular clothes and armed with little pistols. And there's like twenty of them there, and they are armed with some weapons I never seen before. How am I supposed to win them, ffs? Even if use heliocoper, they still outgun me.

I assume this is very important mission, vital for driving of script of the game, so I must win. I just can't.

Offline Juku121

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4690 on: August 27, 2022, 05:45:36 pm »
Is it the Caveman disguise mission? That is indeed a difficult one. But 1) it's not CoA, it's UAC and 2) you still need to have unlocked CoA to access it, and doing so is your choice.

I don't recall that mission giving anything unique, though. Bunch of weapon crates and UAC soldiers, nothing you can't get from other missions.

Or do you mean one of the tavern missions or Trading with Wizkids? Neither is really necessary to progress, just places where you can start unlocking CoA. If you have trouble with those, don't start that arc yet. It only gets worse from there.
« Last Edit: August 27, 2022, 06:46:19 pm by Juku121 »

Offline Slow

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4691 on: August 27, 2022, 06:04:13 pm »
>do you mean one of the tavern missions

Yes, it was a "Meeting with informer" mission, which turned out to be a trap. Bunch of Cult of Apokalips cowboys.

I will skip it then, thanks.

Offline Lone Wolf

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4692 on: August 29, 2022, 06:29:13 am »
Hey, does anyone know if there is a bug with the research prerequires?  I'm in November 1999 and...I have run out of research.  I have gotten as far as alien origins, and I have researched laser beams (laser weapons construction won't come up).  I am scratching my head over this since I know I still have tons of other things to research (Martian solution, UFO construction, etc.) but nothing comes up?  Is there a facility that you need to research these things?  The Wiki isn't too clear?

Any help appreciated? 

Offline Juku121

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4693 on: August 29, 2022, 12:20:16 pm »
Hey, does anyone know if there is a bug with the research prerequires?
Doubt that. You likely either lack the better labs or haven't been capturing enough aliens to get the relevant topics from probing their little brains. This mod is big on captures.

Is there a facility that you need to research these things?
Improved Laboratory for laser weapons and a lot of other things. Advanced Laboratory for even more... advanced stuff.

Martian Solution shouldn't require those, but it does need Alien Narrative, which in turn requires two topics from the alien interrogation roulette, one of which is restricted to higher-ranking aliens (or getting lucky with David's data files).
« Last Edit: August 29, 2022, 12:24:05 pm by Juku121 »

Offline Lone Wolf

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Re: The X-Com Files - 2.5: Silent Run
« Reply #4694 on: August 30, 2022, 02:39:53 am »
Thanks Juku121.  I thought I had captured enough aliens since I had at least one of each (maybe not from each species, but I've got Navigators, Soldiers, Medics, Engineers, Leaders from a couple of the different races.)  I even captured one commander (a sectoid) by ganging up on him with five guys with stun batons in an Alien Base Raid.  However, I haven't seen any of the really elite units yet like Knights, Guards or Keepers.  I guess I just have to keep beating up aliens with stun batons until somebody talks... :D

I also have no idea what I need to do to unlock improved laboratory...I thought I got all the topics I needed to do it, but I've researched so many things at this point that I don't know.  RNG has also messed with me pretty hard on this campaign since some enemies never appeared that I needed to capture.  Didn't even see a zombie infector until March of 99' and I haven't even seen a shambler once the entire campaign and since I already did final solution I doubt I'll ever unlock hidden caves...

By the way...does the game automatically end if you attack Cydonia?  Even if you haven't finished all of the other faction quests?  I've wiped every cult except apocalypse, and I've destroyed the syndicate, cyberweb, and the monsters too.  I'm decently far along on the Hybrids (I captured a specialist so now I'm waiting for the control mission to fire),  and UAC, but I've barely dipped my toe in everything else.  I would like to experience everything the mod has to offer so it would suck if I finish the campaign before I wipe all the other factions out.