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Author Topic: So OpenX-Com...  (Read 241451 times)

Egan_BW

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Re: So OpenX-Com...
« Reply #1875 on: June 28, 2022, 02:04:23 pm »

The return of the brainsucker launcher.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1876 on: June 28, 2022, 09:51:42 pm »

I decided to give ROSIGMA a whirl too after reading about it hear and watching a stream and... honestly I miss some of the QOL stuff from XPZ, but it's an interesting experience.

Went abhuman imperial guard, which means your primary troops are beastfolk (decent mobility and melee, but it seems like this mod lacks the CQC rules from XPZ making melee a lot more risky) and squats (pretty solid shooting off the bat and enough health to take a round, but teeny tiny puny TUs).

Dear heck is it a meatgrinder, though - abhumans don't even get medics or medical gear, the only way to recover wounds mid-battle is a specialized psyker who basically cauterizes. Been largely facing Tzeentch thus far, who don't seem too bad. The light chimerae you start with house 16 troops, and losing 3-6 a mission is par for the course. At least troops are cheap (50k a pop) and come with basic armor.

Lack of tech tree text entries is a shame, and leaves things feeling more skeletal. That and loot being largely unusable is annoying, though indications from the discord are that accepting a little chaos taint is in the cards for more factions (currently Space Marines can do it).
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Robsoie

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Re: So OpenX-Com...
« Reply #1877 on: June 29, 2022, 02:50:02 am »

Is your chapter/regiment/etc.. turning heretic by using all the tainted equipment actually a feature ?
So far i have only been stockpilling heretic items for researches (for the +score from the research mostly as i am unsure it is leading anywhere in a tech tree)  and especially for selling (the idea of SM chapters condemning anyone having some chaos taint to death while selling tons of chaos weaponry and equipment is hilarious). 

Quote
Space Marine Bob : Are you interested by this chaos bolter , i can sell it you for a very low price.
Merchant Joe : Interesting, it looks exotic and will attract customers to my shop, here are the credits.
Space Marine Bob : Brothers ! Purge that heretic ! he has a tainted item in his shop !
***New Mission Added : Kill the heretic merchant and destroy his shop***
« Last Edit: June 29, 2022, 02:53:32 am by Robsoie »
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zaimoni

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Re: So OpenX-Com...
« Reply #1878 on: June 29, 2022, 06:42:16 am »

Is your chapter/regiment/etc.. turning heretic by using all the tainted equipment actually a feature?
More like "research the wrong Chaos items, then convert to Chaos to enable using them".
So far i have only been stockpilling heretic items for researches (for the +score from the research mostly as i am unsure it is leading anywhere in a tech tree)  and especially for selling (the idea of SM chapters condemning anyone having some chaos taint to death while selling tons of chaos weaponry and equipment is hilarious).
Ah...true, you don't need that approved graviton gun whose blueprints are incomprehensible until you have fathomed the Chaos graviton gun.
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Robsoie

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Re: So OpenX-Com...
« Reply #1879 on: June 29, 2022, 09:37:32 am »

Some important note about adamantium and MK7 armors for space marines.
After researches you'll be able to purchase them (your only source was missions before the research and they had few each time in the loot)  but you will not be able to buy adamantium with your default base.
You'll need to make a 2nd base , but it -must- be a surface base, so the 1st building you'll have to build on the 2nd base is an "Access Outpost" , not an "Access Lift" (or you will make another underground base). Then you will need to build a Market building (only can be built on surface type of bases) that is a huge 4x4 tiles building.
Once the market is completed, you will be able to buy Adamantium, and then transfer them to 1st base (as workshop to build MK7 armors can only be built in underground bases).

It's too bad that melee isn't as good as a choice as in XPiratez, there are several melee weapons but you feel it's not worth (very costly in TU and armored SM has less TU already than near armorless scouts SM) it against guns and grenades.
« Last Edit: June 29, 2022, 10:16:50 am by Robsoie »
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1880 on: June 29, 2022, 12:36:55 pm »

ROSIGMA just got an update, by the by. Fair bit of stuff, including fleshing out the existing chaos routes some more (as well as more inquisition fun).

Abhumans finally get a medic, though it's mid-tier tech since the abhumans get the short straw for requisitions in general. (They also don't get the new power armor the humie guards get, hah.)

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Robsoie

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Re: So OpenX-Com...
« Reply #1881 on: June 29, 2022, 01:15:11 pm »

It's a big update from what i see in the changelog, tons of content (and there was already a ton of stuff in previous versions + 40K)
Will have to restart my current game as i learned i'm too behind in tech currently in front of the opposition, next time i'll focus on fewer researches to get what i need in time instead of the usual 1/2 scientist by researches that ultimately set me back too much in 40k/Rosigma.
« Last Edit: June 29, 2022, 01:28:10 pm by Robsoie »
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Robsoie

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Re: So OpenX-Com...
« Reply #1882 on: June 30, 2022, 07:22:11 am »

Decided to start anew and go with the sister of battles this time.
Not really understanding yet how to get a correct start as the sisters come with different original researches and other items than the space marines and i'm not knowing anything about the sisters specific soldier type with their ranks and naming, i was a bit puzzled to what to do at first.

Figured out quickly that i had to buy a "Corvus Blackstar" as the sisters come with no troop transport vehicle from the start (only 2 air fighters) and the thing can transport a lot of sisters.
Though i dislike that ship already, as not only there's only a back exit  but on the back  there are those huge long side tails that prevent you to shoot through if you spot enemies on the side ,so you have to walk some distance of the whole ship (and so lose a lot of TU in the process) to get in firing position while enemies will have no problem lobbing grenades over those ship "tails".
(edit : discovered there's a door near the front, so ship got better :D )

Anyways, ended with 2 sisters with "novitiate superior armor" with funny looking helmet decorations , 3 ssters with "medicae armors" (that seems to be the equivalent of apothecaries as they carry the same healing gun) and the other sisters are just used "novice habits" that i imagine is the same as SM scout armor, so troops that armor allow them to just die to anything.
Looks like there are several other armors but hard to yet understand which is the best , the space marines early armor were simpler ( scout = worthless  MK7 = good )

After a first fight with several loss i quickly noticed the "medicae armor" is a death trap, it destroy the Reaction skill of your sister (so they never reaction fire at all) and halve your fire accuracy (so they nearly never ever hit anything)
So sure the healing device only medicae armor have is good, but don't get too many sisters wearing that armor, it will reduce enormously your fighting capacity as a medicae armored sister become useless in fight.

The adeptas pilot suit seems to be a good thing to give an early sister instead of the default novice habit, as they add good bonus on accuracy and reaction and has roughtly the same TU bonus.

The novitiate superior armor seems to be the best so far in term of stats bonus and overall armor, but there are a couple of other armor i have not made that could have better bonus , not sure yet (the novitiate superior seems to have the best armor values tough)

For the weapon , i wasn't sure if the sisters ones could be better than bolter everything from the Space Marines so i equipped them with "Adeptas Scoped Autogun" that ended not being really more accurate than a bolter but ended being much less powerfull, lots of enemies were taking tons of autoshots without dying. After checking the stats no wonder those "autogun" have the smaller damage of all the weapons i had in stock :D

So yeah, avoid those weapons and just get more bolters.
« Last Edit: June 30, 2022, 07:25:08 am by Robsoie »
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Robsoie

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Re: So OpenX-Com...
« Reply #1883 on: July 01, 2022, 03:09:13 am »

Never noticed before, but in current OXCE (i don't know when this feature appeared) when you go to Equip Craft -> select your vessel -> Crew , there's a "Deployment Preview" button
This allows to preview (in your hangar) how your troops will be setup in your aircraft.

This is super helpfull so when you choose to sort your troop list by your selection of choice (by TU, by accuracy, by rank etc...) you can see the effect this will have on their position in your transport vessel.

Additional Note : when you sort your troop order by your selection of choice, you can invert the list by pressing SHIFT when selecting by TU, by accuracy, etc..., as by default the list will go from the lower on top to the higher on bottom.
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Robsoie

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Re: So OpenX-Com...
« Reply #1884 on: July 01, 2022, 02:51:39 pm »

I'm several months in my Sisters of Battle run, and i'm starting to see missions with lots of big baddies in them.
Like
Spoiler: This guy (click to show/hide)

He took 10 serie of autshots (3 shots each) from Bolter Godwyn Pattern of my now nicely competent sisters with probably 90% of those bolters shots actually landing.
And all he had was a minor wound, wow.

Rosigma wasn't kidding with the mention of buffing some of the higher chaos troops, as last time i saw those guys in normal 40K mod (without Rosigma i mean) they didn't stood for longer than my own MK7 armored SM from godwyn bolters shells.

But now those guys are running fortress near impervious to bullets on a mission to put their axes through your troops heads while screaming.
Make sure to have a lot of krak grenades primed when you're several months in and start to see stronger enemies on the field, normal bolters are not enough anymore
forgot to put my rocket launchers in the Corvus...

A note on the early Sister of Battle armors i got in the first few months, this can be helpfull if you're rather new to the sister of battles armor naming and effects in Rosigma
Spoiler (click to show/hide)

edit : some directions for space hulk clearing in Rosigma
Spoiler (click to show/hide)

edit 2 : Rosigma 1.08a is now available , it has several 1.08 bugs fixed along with some more content.
Spoiler: 1.08a changelog (click to show/hide)
« Last Edit: July 03, 2022, 03:24:39 am by Robsoie »
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Robsoie

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Re: So OpenX-Com...
« Reply #1885 on: July 03, 2022, 03:55:44 am »

A note on the difficulty progression with Rosigma.
At some point of your researches (for any of the faction you're playing, SM, Sisters, Inquisition, Guards, etc...) you will notice a "Mid-Tier Requisition"

This is the research topic that will move you from the game Chapter 1 to Chapter 2 and while it means new good researches / equipment (some are very good) will appear it also means the opposition will now field stronger big bad regularly instead of rarely, so make sure before researching this specific that your troops are very strong and can already deal with every missions that popped up so far or you'll get crushed.

So as long as you still have a hard time with the current missions in Chapter 1, postpone the Mid-Tier research until you feel your troops are now strong enough.
Because some of the stronger big bad are really strong and them being more numerous can be the end of your troops easily.

That's how my Sister of Battle run ended, i rushed a bit too fast to the Mid Tier topic, and couldn't beat any missions (especially as the majority of my best troops were wounded for months) and the horrible end month scores finally ended my chapter :D

I still wonder if there is a way to cut a bit on the huge recovery time your troops need when they're wounded, that can easily cripple your fighting potential especially when several difficult missions appear in a row.

edit : my troops assaulted an enemy ship that had landed close to my main base.
Amongst the many enemies, one of them was standing out as she looked like a Sister of Battle that was for some reason hostile.
A couple of my Scouts managed to take her down, only to reveal that it was a disguise and in her place , someone else rose up :
Spoiler: that guy (click to show/hide)
What a master of disguise this guy was to look like a Sister of Battle :D

Anyways, as the game had no other info than "Chaos Traitor" i was wondering to what kind of chaos space marine he was belonging to.

Checked a wh40k wiki  and found that 2 legions seems to use that mostly blue color, the Alpha Legion and the Night Lords (though it looks like modern rework of the Night Lords helmet have some bat wings around, bit still their older type of helmet could fit). And in Rosigma there are member of both chaos marine legions that can appear in missions, so it does not give me a hint.

Any 40k specialist can identify this guy ?
« Last Edit: July 03, 2022, 07:01:00 am by Robsoie »
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Knave

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Re: So OpenX-Com...
« Reply #1886 on: July 03, 2022, 12:47:23 pm »

I would say it's probably Alpha Legion based on the green hydra pauldron symbol similarities, and the fact they are known to be the 'sneaky' legion. infiltrating and using spies frequently in lore!

Spoiler (click to show/hide)
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Robsoie

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Re: So OpenX-Com...
« Reply #1887 on: July 03, 2022, 01:04:56 pm »

thanks, that must be it, as we see that green 3 headed hydra on the shoulder pad in the illustration and it seems in the sprite there are 3 heads-like things with a red pixel like an eye.
The sneaky operations fit perfectly as i spotted another fake unit that on death reveal such unit.

Too bad the revealed unit is spawned with full health/armor despite having took lot of damage when disguised.
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E. Albright

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Re: So OpenX-Com...
« Reply #1888 on: July 03, 2022, 04:18:35 pm »

Never noticed before, but in current OXCE (i don't know when this feature appeared) when you go to Equip Craft -> select your vessel -> Crew , there's a "Deployment Preview" button
This allows to preview (in your hangar) how your troops will be setup in your aircraft.

I just noticed you can do this in the <Foo>pedia, too, under the Analysis tab. That's a quite nice feature since it lets you check vessel configs out w/o buying/building them.

Additional note: if you're doing this, make sure you don't do it to a vehicle that doesn't have a landing mode unless you want to crash to desktop, sigh.
« Last Edit: July 03, 2022, 04:21:29 pm by E. Albright »
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Robsoie

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Re: So OpenX-Com...
« Reply #1889 on: July 06, 2022, 03:41:25 am »

Rosigma got another update, 1.08B
https://openxcom.mod.io/rosigma

Amongst some bug fixes there's some new abhuman units available on Imperial Guards playthrough , "Felinids" , something i didn't knew existed in the wh40k universe, but probably someone at games workshop wanted to be able to play with catgirls with guns :D
Spoiler: changelog (click to show/hide)


Finally understood why my wounded troops in the 40K+Rosgima mod have insane amount of recovery time, because the game formula is apparently
Quote
The number of days a soldier will spend in recovery ranges randomly according to the following formulas:

Min Days = INT(Health Lost × 0.5) to
Max Days = INT(Health Lost × 1.5)

Note that any fractions in the final number will be rounded down (hence the INT). See the table below for some examples of the results of this formula.

And 40K+Rosigma most troops tends to have a lot of of health to balance with the amount of damage they take and to make them more valuable (unlike imperial guardsmen that are to be treated like original xcom squaddies, easily replaced), and with the xcom recovery formula you end with your wounded often having to wait more than a whole month until you can re-use them in battle, that's super annoying.

Until the mod comes with a solution (X-Piratez has multiple ways to deal with that, healing buildings , regenerating, better healing items etc...), if you want to reduce the recovery time, you can to edit your saved game with a simple text editor.
Then look for lines like this one
Code: [Select]
        recovery: 72
By example this means the guy that features this line is useless for 72 days of recovery,so just lower that number to something more reasonnable.

Additionally, when you kill the last enemy in a mission, make sure to not accept to depart right now if you have still bleeding troops (you still have X fatally wounded message) but use your medics/apothecary/medicae/hospitalier to heal those still bleeding troops, as if you leave the field with some troops still bleeding like that their recovery time will be even larger.
« Last Edit: July 06, 2022, 03:51:12 am by Robsoie »
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