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Author Topic: So OpenX-Com...  (Read 241419 times)

Robsoie

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Re: So OpenX-Com...
« Reply #1980 on: July 21, 2022, 02:12:46 pm »

The main interest is that there's no way to build the various buildings (store, living quarter, high radar, hangar) that are contained inside of this Outpost facility on a surface base
That building also is taking only 10 days to build (the contained building would individually take longer to build).

But the humongous maintenance (it's even worse than my main base that has a lot more buildings :D) make it not really not worth it unless you have a lot of money funds coming (good luck with the IG considering how silly the enemy activity is and how easy your troops die), with the IG i think it's better to make another underground base.

Anyways, i had a very good month, i mean i managed to complete every missions with a positive score (making a lot of money too by selling all the loot i didn't need), something not easy on massacre (ex-terror) missions in which your allies die in a couple of turns and usually give you a negative score in no time.
So i was wondering how good the score would be :
Spoiler: it wasn't (click to show/hide)

 :o
I guess i now have the answer on how horribly bad the "land, take off, then land again, then take off and reland" from those half a dozen of ufo i mentionned previously would be on my score.
decided to call it a quit there as there were now more mission popping up than i had vehicles to deal with them (without even mentionning the ufo land/take off dance coming regularly) and check my statistics in the memorial page

Lesson learned with the IG :
- don't focus only human guardsmen and get at least Ogryns as soon as possible, they kill things dead and resist (much) better the enemy damage.
- chimeras are great, armor column are fantastic , with their built in turrets the IG ground transports are really their best weapon.
- officer have a command ability that can give various bonus, try to not lose them too fast (easier said than done) as you need some work to promote another guy to officer.
- armor column vehicles have people that ride on top of them to allow for more troops transported but make sure to go to Deployment Preview and make sure none ride on top of your tanks, they die way faster than anyone (and if you let an officer by mistake there, say goodbye to him/her).
- carefull with which weapon can carry which ammo, an Autogun can use Autogun magazine but not Autogun ammo drum, it's another type of Autogun that accept the drum, when i noticed the problem, i had several troops with 0 ammo stuck on the battlefield unable to reload their Autogun :D
- make more interceptors (whatever they're called for the IG) on every bases , unchecked UFO horders are a killer for the score.
- IG troops die faster than any other factions, they will remind you of the early game in xcom1 with squaddie dying in droves except that their weapon aren't going to be good before a looong time
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Mathel

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Re: So OpenX-Com...
« Reply #1981 on: July 22, 2022, 08:39:38 am »

2 things I noticed about Chryssalids in X-Piratez.

1. They need to inflict HP damage to turn a gal. A gal was attacked, dodged one swipe, her armor took the other and she was not turned. I like that.
2. Chryss-Zombies killed by Anti-H511 damage still turn into live Chryssalids. I dislike that, seeing as the whole point for me to bring Chryss-gas grenades was to get rid of them safely.
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The shield beats the sword.
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Aoi

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Re: So OpenX-Com...
« Reply #1982 on: July 25, 2022, 04:56:34 pm »

I just did a T1 ninja outpost (not the fortress) and it was actually easier than I expected, though that partially may be because my tech tree is seriously messed up...

There weren't much in the way of actual threats: The small turrets would go down after one or two hits from any kind of exploding/anti-materiel weapon (I used Zeerust carbines to launch grenades, though even cannonballs should've been fine) and the humanoid targets (Skyforge laborers, Ninja Gals, and Ninja Warriors, mostly) were all fairly soft. There were about 40 of them, but they were pretty much all centered on the main base and coming out of their tower such that I could just arrange myself parallel to the (now turretless) wall and take out anybody that stuck their head up. Wheeled Machine guns are fun, and their defensive bonus doesn't hurt! There were kind of a lot of them though; 7v44+turrets.

There were a lot of gas, incendiary, and (for some reason) EMP grenades, all of which are pretty much harmless to helmeted Tac Armor... which meant that my catgirl hero who I accidentally sent out with no armor or weapons had a pretty rough time of it... relying on, shall we say, temporal anomalies to avoid fire and mostly just sit at the ship and throw ammo/medpacks at people. A lot of chemic munitions, which were also harmless due to my propensity to cart around a pile of random defensive gear, like chem coats.

The heavy turrets... were mostly 'solved' by Ol' Tankbusters and Long Range Flamers there were picked up on the battlefield, and unloading an unholy amount of ammo at them via OoLoS arcs. Reaction fire is still a possible threat when doing the former, but I got lucky and avoided it.
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E. Albright

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Re: So OpenX-Com...
« Reply #1983 on: July 25, 2022, 07:12:57 pm »

Assault Cannons work pretty well against 14mm turrets, yeah. In my current game I got a Future Bow out of a Smuggler's Crate (that IIRC came from Revolutionary scavengers - I've gotten 3x Smugglers Crates from scavengings more than once), and that thing was made for killing turrets. No range limits, unlike normal bows. Unlimited ammo dealing a fair chunk of plasma. Arcs for OoLoS, and high accuracy to the point where firing at a spot halfway across the map and out of sight is still ~50-60%. It's not as fun as the built-in rockets on the Peacemaker Armor one of my catgirls came with (I *think* one of the Puma twins?) that I had been using to clear turrets, but it's sooooo much more effective.
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Aoi

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Re: So OpenX-Com...
« Reply #1984 on: July 25, 2022, 11:27:50 pm »

Assault Cannons work pretty well against 14mm turrets, yeah. In my current game I got a Future Bow out of a Smuggler's Crate (that IIRC came from Revolutionary scavengers - I've gotten 3x Smugglers Crates from scavengings more than once), and that thing was made for killing turrets. No range limits, unlike normal bows. Unlimited ammo dealing a fair chunk of plasma. Arcs for OoLoS, and high accuracy to the point where firing at a spot halfway across the map and out of sight is still ~50-60%. It's not as fun as the built-in rockets on the Peacemaker Armor one of my catgirls came with (I *think* one of the Puma twins?) that I had been using to clear turrets, but it's sooooo much more effective.

I've been trying to try my hands on decent throwing weapons without going backwards through the tech tree so Future Bow is probably a long way off for me... I'm already starting research on producing my own flying armors, and I don't even have T2 bows yet. At this point, I bet it's locked behind something really early on that I just never touched, because... the immediate step was something I didn't want (like Acquire Dogs... 2602, and I still don't have pets...).

What're you doing with your catgirls? For the most part, I've been taking advantage of their monstrous TU and firing to position themselves as a sniper, or giving one TU+ armor (Grav-boots at the moment), Scorpion, and letting her melee to death everything in range.
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E. Albright

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Re: So OpenX-Com...
« Reply #1985 on: July 26, 2022, 02:41:42 am »

I've got 3 cats - the Puma Twins (who I got 2 hours apart) and Special Recruit #004. The former two are maxed out stat-wise so I've been having them do piloting and nasty long-range reaction fire with crappy laser weapons (the best lasers I can buy ATM are laslock; I'm mostly using high-end rifles plus melee & looted lasers/plasma for harder targets). Mind you, they're most often deploying with a Harvester full of peasants plus a couple of Assault Clones, Damsels, Girl Guides, and Revolutionaries, so there's generally pretty firm overkill in normal fights. The other cat I've been putting in the Peacemaker suit and using as long-range artillery support - that suit costs $40k per month whether I use all 10 rockets per fight or not, so I'm not shy about having her engage in profound overkill. It's probably not the most practical use for any of them, but it's entertaining. I probably need to suck it up and go clear some ninja airfields soon - there's three of those at this point, so I suppose I need to stop ignoring them. That would probably be a good chance to figure out how to use the cats more effectively.
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Aoi

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Re: So OpenX-Com...
« Reply #1986 on: July 26, 2022, 11:04:24 am »

I want that suit-- mine came either in space suits, or a Trawell, which basically gives them the armor of a naked gal, and if you're a lazy-ass captain, 40k/mo is spare change-- the main bonus from that branch is basically an outpost-in-a-box: Dojo+prison+radar+mini(storage/quarters)... and casino, for -350k/mo upkeep. It costs 90 glamour to setup though, which is kind of costly to build in bulk, but I've got bases all over the planet running them with just enough for security such that my finances are net positive purely via upkeep.

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E. Albright

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Re: So OpenX-Com...
« Reply #1987 on: July 26, 2022, 12:36:54 pm »

I'm not 100% sure where I got that suit if it didn't come with one of the Puma twins. It definitely wasn't from Special Recruit #4 - she came with what you're describing. Maybe looted off a smuggler ship? That's the only other possibility I'm seeing.

I'm a Triumphant Captain, so I'm getting more storage/prison space rather than money - though there are occasionally +money/glamour/porn events.
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Aoi

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Re: So OpenX-Com...
« Reply #1988 on: July 26, 2022, 03:23:23 pm »

I'm not 100% sure where I got that suit if it didn't come with one of the Puma twins. It definitely wasn't from Special Recruit #4 - she came with what you're describing. Maybe looted off a smuggler ship? That's the only other possibility I'm seeing.

I'm a Triumphant Captain, so I'm getting more storage/prison space rather than money - though there are occasionally +money/glamour/porn events.

No idea; one of my two cats came walking in out of the desert, and the other was a crash landing from space. Haven't picked up any others yet!... though I have a pile of Clones, Heroes, Freaks, etc. just taking up space since I don't really want to use them, yet don't want to sell them for... some reason.

Is Triumphant another split that shows up later on? I was referring to the fairly early (pre-Codex, for most people, I think) split of Jackass/Lazyass/Dumbass/Soreass/Other captain, that each gives a unique perk. Other than 'Other', I think.

In other news, Contacts: Gun Emporium... March 29, 2602. Now I can buy all those awesome weapons like Manstoppers!
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E. Albright

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Re: So OpenX-Com...
« Reply #1989 on: July 26, 2022, 03:52:46 pm »

Oh, yeah, Anna and Uni Puma are twin sister named character cats (from Bubblegum Crisis, I think? Dominion Tank Police) that start at max level and come with better stuff.  They also have unique "Hero: Foo Puma" condemnations giving them personal bonuses (better regen vs. better NV). I randomly got them because of my notoriety. Don't know the precise trigger. Got them... maybe towards the end of 2601?

Triumphant Captain is Jackass Captain. The former name is from your Captain's Log - naturally you don't think of yourself as an ass. Superstar = Dumbass, Wise = Lazy-Ass, Headstrong = Sore-Ass, Unremarkable = None-of-the-above-ass.

I'm about two weeks ahead of you, and while I've had Gun Emporium for a while, you probably have some basic stuff I don't (forex, I don't have males or Lok'Naars or the Mutant Alliance or my Codex ship). Really wonky, skewed tech tree - but at this point, that feels normal, and the only unusual part is exactly which direction this playthrough skews in. I just rushed Authorized Dealers in the last couple of days so I could get a Pachyderm and deal with the Disrupting Transmissions. I barely have enough spacesuits to pull it off, though.
« Last Edit: July 26, 2022, 10:21:11 pm by E. Albright »
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Robsoie

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Re: So OpenX-Com...
« Reply #1990 on: July 26, 2022, 04:55:24 pm »

the openxcom website seems to be down at the moment, but the Rosigma expansion got a 1.08F release
https://openxcom.mod.io/rosigma

(the required 40k base mod is there : https://openxcom.mod.io/40k  )

Spoiler: big changelog (click to show/hide)
for now still recommended to use OXCE 7.5.3.
« Last Edit: July 26, 2022, 05:02:17 pm by Robsoie »
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Aoi

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Re: So OpenX-Com...
« Reply #1991 on: July 27, 2022, 04:49:45 am »

I don't actually have Mutant Alliance... I usually try to leapfrog it via Gnome research, because I'm usually too weak to reliably handle pogroms at the time.

Except, this run, I'm absolutely crushing them. Anything less than mercenaries, my B-teams can handle, while my main team can handle them (with moderate injuries) when I pull out my limited-use weapons.

Which leaves me trying to remember... Is there ANY point to going out of my way to avoid joining the Mutant Alliance since pogroms aren't a problem? Because I've already grabbed about 20 techs off the gnome, and I still have roughly a 1/30 chance of getting Sci Books... orz.

As far as Disrupting Transmissions go, my catgal with a Quicksilver Cutlass can down a terminator in about half a turn, giving enough leeway to run(float) up and kill, or kill and hide.
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Dostoevsky

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Re: So OpenX-Com...
« Reply #1992 on: July 27, 2022, 08:32:12 am »

Which leaves me trying to remember... Is there ANY point to going out of my way to avoid joining the Mutant Alliance since pogroms aren't a problem? Because I've already grabbed about 20 techs off the gnome, and I still have roughly a 1/30 chance of getting Sci Books... orz.

Not that I can think of, at least.
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E. Albright

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Re: So OpenX-Com...
« Reply #1993 on: July 27, 2022, 10:53:56 am »

I got Sci Books from a Gnome (I got several from very aggressive expeditioning before I studied all the regions, and I delayed reading expedition reports so I could keep expeditioning longer - plus I had a gnome wander in from the desert), so I've already got Libraries, but yeah, Pogroms feel more managable than they used to - I'm either more experienced or they got toned down. I want to say there's another reason besides Pogroms that I've always delayed them, but I can't think of what it would be - I think it's just a deep-rooted aversion to Pogroms from back when they were worse.

I honestly think that part of the reason Pogroms are more manageable than when I got set in my ways may be b/c of the OXC modding drama a year or three ago that forced Piratez to get a bunch of new maps - the new ones aren't as painful to wade through. Map design is one of those things that's easy to forget about, but that makes an outsized difference in mission difficulty. For all my ranting about the importance of map design in Dominions, you'd think this would be harder for me to forget... ><
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Robsoie

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Re: So OpenX-Com...
« Reply #1994 on: July 27, 2022, 11:13:23 am »

The old maps were from Hobbes map pack (this one i think : https://openxcom.mod.io/terrain-pack )
Hobbes produced some very detailled realistic-looking large maps, but because of the amount of details they were difficult to navigate, without bug hunt it was indeed a pain to find the last lost enemy AI.

Rosigma got a bugfix and improvement update, 1.08F2
Spoiler: changelog (click to show/hide)
« Last Edit: July 27, 2022, 11:21:16 am by Robsoie »
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