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Author Topic: Re: The X-Com Files - 3.6: Exotic Energy  (Read 2647712 times)

Offline Akamashi

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6330 on: February 02, 2025, 08:59:55 am »
Yes, they spawn near the edges... I don't think I can specifically prevent them from spawning near enemies.
Alternatively, choose 2-3 squares instead of the entire perimeter for spawn. This will be acceptable, even if the special forces find themselves in a room with the enemy. He will either be there with others, or with friends nearby.

Online Solarius Scorch

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6331 on: February 03, 2025, 10:03:04 am »
OK, done.

Please check and see if it works better: https://github.com/SolariusScorch/XComFiles/archive/refs/heads/master.zip

Offline Stormtrooper

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6332 on: February 03, 2025, 09:30:15 pm »
Has weight of various items been changed? Had quite a bit of storage space surplus but after I updated to 3.6 I almost instantly got a message about not enough space.. (I went more or less from +40 to -20 or so) It was a clean reinstall, I deleted the whole mod directory like cult hqs and only then placed a new one.

Offline psavola

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6333 on: February 03, 2025, 10:00:44 pm »
Has weight of various items been changed? Had quite a bit of storage space surplus but after I updated to 3.6 I almost instantly got a message about not enough space.. (I went more or less from +40 to -20 or so) It was a clean reinstall, I deleted the whole mod directory like cult hqs and only then placed a new one.

I don't recall major changes, but starting 3.6 you can gain "hull frames" from enemy crafts which you can research. But be warned, they require lots of of space each. Maybe there's one or two sitting in your storage using all the space.

Offline AndyFox

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6334 on: February 05, 2025, 01:25:54 pm »
Is it planned to support version 7.15.0 of OXCE (9.2.1 of BOXCE) in X-Com Files 3.7? Because in 8.0x/9.2.x versions of OXCE/BOXCE most sub-modifications are not supported.

Tested on version 3.6b — https://mod.io/g/openxcom/m/brutal-ai#1189611
« Last Edit: February 05, 2025, 01:29:56 pm by AndyFox »

Online Solarius Scorch

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6335 on: February 05, 2025, 02:50:27 pm »
Is it planned to support version 7.15.0 of OXCE (9.2.1 of BOXCE) in X-Com Files 3.7? Because in 8.0x/9.2.x versions of OXCE/BOXCE most sub-modifications are not supported.

The next version of XCF will require OXCE 8.0.7 or newer.
Some submods may have to be updated, depending on whether they have disallowed values, trailing whitespace, etc.

Offline coorta88

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6336 on: February 06, 2025, 09:33:00 pm »
Are there any plans about

1. better way of connecting zombie section finale with reptoid section (as it is mentioned in the zombie finale slideshow, reptoids were
Spoiler:
behind chaos in mummy territory and I thought that maybe reptoid arc finale could be tied to finishing zombie section first

2. improving rewards for finishing zombie section of game as currently it is somewhat... lacking. Maybe transformation reward for finishing zombie section could be buffed up (extra increase of abilities + life) and maybe gain some unique weapon that could with final sections of game on Mars ? Maybe some unique psionic weapons which are made from multiple zombie parasites combined ?

Online Solarius Scorch

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6337 on: February 07, 2025, 06:07:08 pm »
Are there any plans about [spoilered]

Not really; I don't want plan on developing the Reptoid arc any more. The truth is, I had such plans, and pretty detailed, but at soe point I thought they detract from the main path too much, so I just tied it up and that's it.

I could add something minor, though (like some new mission).


2. improving rewards for finishing zombie section of game as currently it is somewhat... lacking. Maybe transformation reward for finishing zombie section could be buffed up (extra increase of abilities + life) and maybe gain some unique weapon that could with final sections of game on Mars ? Maybe some unique psionic weapons which are made from multiple zombie parasites combined ?

Maybe; I never managed to test this properly. I think the soldier type is fine, but I could be wrong.

And on a different note, here's a sneak peek of a new feature in the making...
« Last Edit: February 07, 2025, 06:08:42 pm by Solarius Scorch »

Offline psavola

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6338 on: February 08, 2025, 09:14:37 pm »
It's cool to have some small variety. Of course the differences are so small that you don't really even notice these.

The most significant change in the recent snapshots is the change in sniper/spotter behavior (= if you one-shot an enemy spotter, you won't get spotted for snipers). I just played a new SH/IM campaign through 1997. Previously, for safety, I've been using a LOT of grenades and dynamites. With this change, upto and including cult outposts, I didn't use a single grenade, dynamite, etc. Rather I used extensively .308 sniper rifles to one-shot all the weakest spotters. Especially when targeting units with more protection or health (especially Red Dawn, but also some others like Exalt Liquidators), you will still need to prepare for not being to do one-hit kill.

This makes the early game noticeably easier and avoids much of the grenade shenanigans. I suppose that's good because the original sniper/spotter logic was somewhat illogical.

Offline anothrgamer1234

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6339 on: February 09, 2025, 10:19:59 pm »
What's the best way to deal with Terror Missions early on? The laser turrets on the terror ships shrug off basically everything I've got and Personal Armor isn't enough to survive its return fire. I've tried using Tritanium Shrapnel Missiles and EMP Grenades, but even those usually don't do enough damage to destroy a turret before it kills off half my squad.

Offline psavola

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6340 on: February 09, 2025, 11:09:22 pm »
What's the best way to deal with Terror Missions early on? The laser turrets on the terror ships shrug off basically everything I've got and Personal Armor isn't enough to survive its return fire. I've tried using Tritanium Shrapnel Missiles and EMP Grenades, but even those usually don't do enough damage to destroy a turret before it kills off half my squad.

No armor will be able to withstand the fire from laser turrets; like sectopods, they have base damage of 200 (with 0-200 % range). They have night vision of 20, but no thermal vision. They are sniper units so having been spotted by an enemy unit will mean it will fire on you even without sight if there is a line of fire.

So in order to survive, you will need to use cover, work from sufficiently far away and/or not be spotted by any units.

EMP is not all that effective against them. But shrapnel charges and missiles are, primarily because their gold shield with 200 capacity is bad against cutting damage. It is strange that you have had problems with this.

I think shrapnels have always done the trick for me. A tritanium shrapnel rocket might even take out two with one hit, when they are close to each other. I think for you the main issue is how you get to fire at the turret, preferably in a manner that you won't get spotted by the enemies or can get into cover.

You don't actually need to deal with any terror ships at all if you don't want to. There is one mandatory end-game UFO which also has these which you will need to deal with. So a bit of practice could be useful at some point.

Offline anothrgamer1234

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6341 on: February 10, 2025, 12:06:59 am »
I know that I don't necessarily have to deal with them, but I'd rather not have that -1000 score penalty right when I need the cash for Virtualized Headquarters upgrades. And yeah, I guess I must be unlucky with the damage rolls for the rockets.

Right now I just try to creep behind whatever cover I can find (which is an interesting challenge when the turrets are right in front of my deployment site) and hope they're too busy taking potshots at civilians to react to my presence.

Offline Stormtrooper

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6342 on: February 15, 2025, 12:53:10 am »
Ever since the invasion started I had like two sectoid ufos in Europe and outside of that every ufo spawns around Australia and Oceania and is manned by snakemen. Every. Single. One. It's getting boring and frustrating. I want to do other ufo-related missions besides fighting snakes in Australia (how ironic  ::)). Oh, also got a sectoid scout landed in Brasil, but that was before I had any interceptors so I had no choice but to wait, another two landed in Antarctica (but couldn't get to them so have no idea which race they contained). But guess where all 3 spawned...

Is this normal, am I really unlucky or is my save bugged? No other mods besides xfiles (and dark geoscape...), running brutal ai for realistic accuracy but I had this problem even on oxce so I doubt it matters. Tried scouting whole Asia for alien base multiple times, all for nothing, but come on, even if there is a snakeman base out there I should still get a bit of other alien activity around the globe as well, right?

Offline psavola

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6343 on: February 15, 2025, 06:58:00 am »
Ever since the invasion started I had like two sectoid ufos in Europe and outside of that every ufo spawns around Australia and Oceania and is manned by snakemen. Every. Single. One. It's getting boring and frustrating. I want to do other ufo-related missions besides fighting snakes in Australia (how ironic  ::)). Oh, also got a sectoid scout landed in Brasil, but that was before I had any interceptors so I had no choice but to wait, another two landed in Antarctica (but couldn't get to them so have no idea which race they contained). But guess where all 3 spawned...

Is this normal, am I really unlucky or is my save bugged? No other mods besides xfiles (and dark geoscape...), running brutal ai for realistic accuracy but I had this problem even on oxce so I doubt it matters. Tried scouting whole Asia for alien base multiple times, all for nothing, but come on, even if there is a snakeman base out there I should still get a bit of other alien activity around the globe as well, right?

I just looked at the save. You're just unlucky with RNG in that there has been only one alien invasion related mission triggered in the three months since the start of 1999, which is the snakemen as you've seen:

  - 'month: 25 script: alienInfiltration id: 350 type: STR_ALIEN_INFILTRATION race: STR_RAIDERS_MIDEARLY region: STR_AUSTRALASIA targetZone: -1 targetArea: -1'

The alien "invasion" is very much dependent on rather low-probability RNG timers. That is, the "invasion" is not usually very aggressive and you might even start wondering what's up with the aliens who where supposed to invade the earth starting 01-01-1999. But that's how it goes. Sooner or later there will be more missions.

Offline Stormtrooper

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Re: The X-Com Files - 3.6: Exotic Energy
« Reply #6344 on: February 15, 2025, 07:28:39 pm »
Wait what? What do you mean I had only ONE alien invasion related mission? Since 1999 I've seen like 10 ufos over Australia, Indonesia and New Zeland already! The question I asked was directly inspired by two another snakeman ufos, the save is shortly after clearing crash sites.  :P