(Re: Dimension X outpost defense)
Umm, you just increased despawn penalty. Shouldn't abort penalty also be increased? The result - the outpost gets destroyed - is still the same.
I'd rather add "civilians" (X-Com staff). They will generate a penalty if abandoned.
I just need time to finally make them. It's been todolisted for... hmm, years by now.
All right, the date is 2000-05-28. At least half a year passed since I researched the last available topic in ufopedia. I have sacked around 7 Shogg villages: 1 antman, 6 spiders. No sight for Etherials, no sight for MiB commanders.
Hmm... Save, please? The whole new end game setup is not that well tested.
I don't like new kyberi implants. They eat agent's sanity and provide negligible bonuses. While playing you probably will not notice the difference between normal kyberos and kyberos with all implants.
Perhaps.
Spartans are incredibly overpowered. A spartan agent resembles fully trained Uber from XPiratez: 120 TU, 150 Melee. UFO layouts simply are not designed for such power. One spartan can easily stun all aliens inside UFO by himself with his big electric stick. There is no need to choose other transformations (except olympianism, of course) if an agent have sufficient PSI (and if not, then such agent is useless in late game).
I would be more worried if I wasn't getting reports about this or that agent type being OP and the only viable choice from various people...
Overall game became easier.
Happy to hear, I never wanted to make XF too hard.
Currently there is almost no point to strike down UFOs at all. With speedy transport (~1000 km/h) and global radar coverage it is much more convenient to assault landed UFOs. You get all Elerium, no retaliations. In XPiratez you have to invest in interceptors, because some UFOs will not land and you need their loot in order to progress. In X-Com Files intercepting UFOs is undesirable, maybe with few exception, like striking down Terror Ships.
I don't think it's a big problem of itself, vanilla also works like this. XCF at least added several missions where you MUST shoot down something difficult.
Also, not being able to shoot down some UFOs is just painful, terror being a prime example.
Some weapons are still effectively useless. Mass drivers are weaker then gausses, but gausses comes way earlier.
I haven't come up with a solution yet.
Phew... I need a break from "The X-Com Files". Probably a long one...
Get some well-deserved rest, and I hope to see you back again
Nah, you've obviously installed one implant too many.
Badum-tss!
Hmm, how are you supposed to get a MiB Commander? Their 'normal' spawns, Strike Ships and Outposts, are very low-probability...
I wouldn't say that low. I might need to address this - consider it WIP.
Cult Manor spam. ELEVEN or more currently active. They are impossible to assail because of the 10 round = elite soldier SNAFU. This seems ridiculously overpowered. Seems like the manor spam should be reduced, and/or the 10-round limit removed. How in the hell am I supposed to kill 60 enemies in a cluttered map in 10 rounds? The elites spawn all over the map including on top of my position. Manor missions are IMPOSSIBLE. There are WAY too many. Can we nerf these please?
I'm following a game Dioxine plays right now, cults are mostly finished, and I haven't seen a SINGLE manor in the whole campaign. I have no idea how people get so many (when I played last, I got 3 or 4).
What difficulty are you playing on? And what month is it?
And then your shopping malls and cinemas and apartment blocks also fit into a 30x30 or maybe 50x50 m square at most, assault rifles don't shoot much further than 30-50 m, and nobody sees beyond 40-50m for some reason.
It's an abstraction problem pretty much any tactical squad-level game that wants to fit the combat onto mostly one screen has. That, and the issue of people running across most of a rifle's range in a turn. 3D games can give you a soldier's view to offset that to a degree, but 'realistic' ranges are pretty much never used because nobody really wants to play or make huge maps that mostly don't matter at all, with the action concentrated onto small hotspots.
This.
I remember reading about Stalker, which is a fairly realistic game and supposedly it recreates the town of Prypet' with great accuracy, but even there buildings were significantly shrunk to keep the game playable.
I don't remember the source though, so take it with a grain of salt.