Author Topic: Re: The X-Com Files - 3.6: Exotic Energy  (Read 2601416 times)

Offline psavola

  • Commander
  • *****
  • Posts: 911
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6315 on: January 18, 2025, 12:08:59 pm »
I did all four gangs, I did the underwater stuff, subterrain stuff, Dimension X stuff, Doom stuff, no more monster missions,
I took down all kind of UFOs captured and researched them all  /I have nothing more to research/

BUT I am stuck only having the Kitsune , Sinthsuit and I cannot research Plasma or the mass driver stuff or even Laser /I only can do Alien laser/

what went wrong?  I get only small UFOs and there is nothing new....

did the submods scramble my game? /I am using like 2x natasha + extra weapons/

You've barely scratched the surface of interrogating alien engineers and leaders; even a couple of navigators could give you some information. So you need to step up capturing them. You need to interrogate about two dozen of them to squeeze all the information you want out of them (and eventually progress with the alien tech). You will also need to research a few more MIBs eventually.

Offline Simi822

  • Colonel
  • ****
  • Posts: 178
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6316 on: January 18, 2025, 06:48:50 pm »
thanks for the info,

MIB I did the whole thing I already had the HQ etc, also syndicate...have now the Austrian painters rings, even captured the leader alive

and as you see from my save I do all UFOs the way that I capture them all alive....

but no serious one appears.... I mean UFOs so yeah maybe just need to wait

Offline anothrgamer1234

  • Colonel
  • ****
  • Posts: 126
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6317 on: January 26, 2025, 12:03:46 am »
Cult manors should only appear in cities, right? There's one that I can't seem to find despite having my agents patrol everywhere in Europe.

If anyone knows how to figure it out, this is the latitude and longitude data.

lon: 0.17749998492782332
lat: -1.0384709049366261

Offline zombieguy223

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6318 on: January 26, 2025, 10:00:08 am »
Cult manors should only appear in cities, right? There's one that I can't seem to find despite having my agents patrol everywhere in Europe.

If anyone knows how to figure it out, this is the latitude and longitude data.

lon: 0.17749998492782332
lat: -1.0384709049366261
As far as I can tell, that's in Oslo, Norway.

Offline anothrgamer1234

  • Colonel
  • ****
  • Posts: 126
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6319 on: January 26, 2025, 03:51:50 pm »
As far as I can tell, that's in Oslo, Norway.

I did stumble over it on my own. But yeah, more effective ways at discovering cult manors before you get radar coverage up would be helpful. I know the intel centers can help with that, but it's not especially reliable.

Offline psavola

  • Commander
  • *****
  • Posts: 911
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6320 on: January 26, 2025, 04:37:25 pm »
I did stumble over it on my own. But yeah, more effective ways at discovering cult manors before you get radar coverage up would be helpful. I know the intel centers can help with that, but it's not especially reliable.

Radars won't help you detect the manors. The best way to find them to use a flying craft and wander around, triggering their interceptors if you hit the  manor detection range. LITTLE BIRD or CF-ARROW are best early game crafts for this, though helicopter is also workable. (Various cars are undetectable i.e. won't trigger interception so they don't work for this.)  Then you know you're close and you can investigate the area better. A second option to try to spot them with craft radar coverage without knowing the area (e.g. CF-ARROW). But usually the spawning hunter-killers is the easiest way to find the whereabouts of a manor. You should also watch out for cult crafts or certain special missions like cult infiltration. This typically means a manor is somewhere close by and has spawned the mission.

Offline Zesty

  • Sergeant
  • **
  • Posts: 31
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6321 on: January 29, 2025, 03:25:02 am »
Patrolling with cars has worked for me. The radius is small so you have to spend a lot of time microing it around but it works.

Offline Akamashi

  • Colonel
  • ****
  • Posts: 169
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6322 on: January 31, 2025, 09:03:50 am »
The armory of the apocalypse. Something needs to be done about it. The respawn points of antiterrorism are completely perplexing. It feels like the anti-terror and the apocalypse had a party, and then they quarreled and started shooting at each other. It is doubly strange to see such a huge rating penalty for killed commandos. This is one of those missions where there's not the slightest point in going.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11824
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6323 on: January 31, 2025, 01:46:28 pm »
The armory of the apocalypse. Something needs to be done about it. The respawn points of antiterrorism are completely perplexing. It feels like the anti-terror and the apocalypse had a party, and then they quarreled and started shooting at each other. It is doubly strange to see such a huge rating penalty for killed commandos. This is one of those missions where there's not the slightest point in going.

> Implying there's a rule to what spawns where :3

Well, I could enforce spawning locations... What do you have in mind?

Offline Akamashi

  • Colonel
  • ****
  • Posts: 169
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6324 on: January 31, 2025, 04:14:00 pm »
> Implying there's a rule to what spawns where :3

Well, I could enforce spawning locations... What do you have in mind?
Okay. I can be more specific. The appearance of special forces on random squares 10 away from the edge of the map is bad. I would change 2-3 cells from the edge of the map.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11824
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6325 on: January 31, 2025, 05:32:35 pm »
Okay. I can be more specific. The appearance of special forces on random squares 10 away from the edge of the map is bad. I would change 2-3 cells from the edge of the map.

this map is 5x5, so right in the middle...?

Offline Akamashi

  • Colonel
  • ****
  • Posts: 169
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6326 on: January 31, 2025, 08:35:28 pm »
this map is 5x5, so right in the middle...?
The area is 50*50. Special forces spawn randomly around the perimeter at a distance of 10 cells from the edge. I have 5-7 commandos in rooms mixed up with the enemies. And in different parts of the area. It's the strangest start I've ever seen. A pair of commandos started the mission right in the middle of the armory with about 5+ enemies. I would narrow down the respawn strip to 2-3 cells from the terrain-edge so that the special forces would spawns outside the rooms.

Offline Stone Lake

  • Colonel
  • ****
  • Posts: 207
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6327 on: January 31, 2025, 09:24:55 pm »
Quote
Radars won't help you detect the manors. The best way to find them to use a flying craft and wander around, triggering their interceptors if you hit the  manor detection range. LITTLE BIRD or CF-ARROW are best early game crafts for this, though helicopter is also workable. (Various cars are undetectable i.e. won't trigger interception so they don't work for this.)  Then you know you're close and you can investigate the area better. A second option to try to spot them with craft radar coverage without knowing the area (e.g. CF-ARROW). But usually the spawning hunter-killers is the easiest way to find the whereabouts of a manor. You should also watch out for cult crafts or certain special missions like cult infiltration. This typically means a manor is somewhere close by and has spawned the mission.
Another method is figuring them out from alien activity charts (per country?) and patrolling near cities there.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11824
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6328 on: February 01, 2025, 01:56:18 pm »
The area is 50*50. Special forces spawn randomly around the perimeter at a distance of 10 cells from the edge. I have 5-7 commandos in rooms mixed up with the enemies. And in different parts of the area. It's the strangest start I've ever seen. A pair of commandos started the mission right in the middle of the armory with about 5+ enemies. I would narrow down the respawn strip to 2-3 cells from the terrain-edge so that the special forces would spawns outside the rooms.

Yes, they spawn near the edges... I don't think I can specifically prevent them from spawning near enemies.

Offline Juku121

  • Commander
  • *****
  • Posts: 1806
  • We're all mad here.
    • View Profile
Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6329 on: February 01, 2025, 03:42:38 pm »
You could either give reinforcements spawn blocks separated from enemy spawn nodes by a considerable margin (easier said than done given how map generation works :) ), make them come in only at the very edge of the map instead of up to 10 tiles away, or ask Meridian for 'minDistanceFromCivilianUnits'.