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Author Topic: So OpenX-Com...  (Read 241409 times)

Aoi

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Re: So OpenX-Com...
« Reply #2010 on: July 29, 2022, 05:32:46 pm »

I started my Gnome research spam for Sci Books with something like 45 techs remaining... any bets that I'm still going to whiff on it again?

Spoiler: This RNG... (click to show/hide)

Edit: Finally out of the early game!... Though I guess I've been doing midgame stuff for a while already.

Time to go fill in my remaining base slots with research outposts so I can get stuff done in a finite amount of time. Disruptor Shrouds are way too useful... Haven't had a successful attack on me since I've switched to just dropping a row of them.

Did spot something odd though-- there was an alert of something moving at like 5483737583 speed which is usually an invasion, but didn't attack-- it just zigzagged wildly for a bit and despawned after a moment.

...Ahahaha. Just accidentally shot down a 'friendly' government ship and massacred everybody on board... -1200 infamy.
« Last Edit: July 30, 2022, 02:49:44 pm by Aoi »
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Robsoie

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Re: So OpenX-Com...
« Reply #2011 on: July 30, 2022, 06:39:22 am »

On my 3rd month of my new space marine run in Rosigma, i got a terror mission that featured a lot of heretical sisters of battle and amongst them at least 6 "Neverborn" chaos demons !
That sounded like madness as i was expecting a couple only (and had 2 marines coming with flamethrowers just for the case)

It appears that Neverborn also die in only 3 or 4 hits of a Powerfist ...
And it also appears that Powerfist are -very- strong against everything (including armored enemies), much better than the Chainswords i was using up to now that were good but sometime not killing fast enough high armored enemies to avoid getting killed on next turn.

I checked the codex and debug stats to understand more closely why Powerfists were much better than Chainsword, and it's because Powerfist damage type is "plasma beam" , you know the same type of damage as 50% of the enemies you meet early game and one or two shot your MK7 armored SM (yeah, balance progression isn't really a thing unfortunately in the mod)
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ZebioLizard2

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Re: So OpenX-Com...
« Reply #2012 on: July 30, 2022, 07:37:06 am »

That makes sense at least from a 40k standpoint. It's harder to hit with a powerfist, but there's a reason they doubled strength in actual 40k. They hurt!
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Robsoie

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Re: So OpenX-Com...
« Reply #2013 on: July 31, 2022, 11:32:22 am »

After more missions, some disasters and some hard earned victories, i can confirm that powerfists are utterly awesome in comparison to chainswords.

Not that chainswords are bad, as they can kill things dead :D but powerfist seems to kill things faster (and weight isn't a problem when you have your SM wearing their armors that increase strength) and using Assault marine doctrine helps (as they have the best melee bonus of the various SM types).

In current Rosigma choosing Space Marines as your faction is increasing the difficulty as you meet more very strong enemies and much more early than let's say Imperial Guards.
So it's rather imperative to get better weapons as soon as you can, because bolters aren't that great when armored enemies are so numerous (even heavy bolters have a hard time).

Rushing toward plasma is good idea as from my test most armors have some kind of weakness to plasma.

To get there, you'll need to research enemy plasma guns and pistols (don't worry half the enemies use those weapons to kill your SM fast so you'll get them to research quickly), then you'll be able to manufacture your own plasma guns and pistols, and also their ammo.
But those requires adamantium, that before researches and outpost trade facility building to buy those expansive items (or making one of those large adamatium forge in the base that transform promethium into adamantium) can only be obtained in some missions and not in great quantity. 

Adamantium is very precious for the space marine faction because manufacturing the various armors and items require more or less of them.

Recently been using a lot this mod that replace the musics, they are fitting surprisingly well the mod.

« Last Edit: July 31, 2022, 01:05:21 pm by Robsoie »
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E. Albright

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Re: So OpenX-Com...
« Reply #2014 on: August 01, 2022, 07:19:04 pm »

Anyone see any seg faults or other CTDs from the latest XPiratez? I had one happen at the end of my last month but couldn't reproduce it despite having a save very close to where it happened. I'm mostly asking b/c it seems really unusual to me - OXC in general has always been remarkably stable in my experience - this might be the first I've encountered.
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Robsoie

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Re: So OpenX-Com...
« Reply #2015 on: August 01, 2022, 07:22:29 pm »

I see several reports of crash in the 3 last pages of xpiratez bug thread (that were posted after the latest current N1 release) on the openxcom board.
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Aoi

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Re: So OpenX-Com...
« Reply #2016 on: August 01, 2022, 09:15:25 pm »

None in the maybe 60 hours I've clocked on N1 so far, and that includes bringing my notoriously unstable system in and out of hibernation with it running.

In other news, anybody know a good way to get Zombie Fatman research? My main research trunk has been stalled harder than a Guild Stapler shortage since I haven't been able to find a zombie mission, Guild Medic, or Canny Girl in months. (Actually, years on the Canny Girl.)
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E. Albright

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Re: So OpenX-Com...
« Reply #2017 on: August 01, 2022, 09:43:27 pm »

I've been running into zombies in Isolated Valleys, Distress Signals, Castaway Gals, Academy Outposts, Taking Down the Tower, Haunted Forests, and probably at least one or two more mission types I've forgotten. Maybe a monster hunt of some sort? I also caught one or two landed Technocracy zombie warships, but I think those were only singers and troopers. I also think I may have gotten some of their corpses from scavenging.

If you're jumping on everything that pops up on the map, I don't know what else to suggest. Arcane Tomes are listed as providing their research, and you can get those from gambling, but I'm pretty sure you'll see zombie fatmen in the flesh before you see one of those out of the blue. Well, unless you're in a position to get them as a bounty reward from the Wiz Biz bounty people.

[If a Guild Medic works, those are very frequently on the... hopper, I think? passenger transports. That's where I've seen all the ones I've run into outside of bases, and there's almost always one on board.]
« Last Edit: August 01, 2022, 09:49:12 pm by E. Albright »
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Aoi

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Re: So OpenX-Com...
« Reply #2018 on: August 01, 2022, 11:32:27 pm »

I've been running into zombies in Isolated Valleys, Distress Signals, Castaway Gals, Academy Outposts, Taking Down the Tower, Haunted Forests, and probably at least one or two more mission types I've forgotten. Maybe a monster hunt of some sort? I also caught one or two landed Technocracy zombie warships, but I think those were only singers and troopers. I also think I may have gotten some of their corpses from scavenging.

If you're jumping on everything that pops up on the map, I don't know what else to suggest. Arcane Tomes are listed as providing their research, and you can get those from gambling, but I'm pretty sure you'll see zombie fatmen in the flesh before you see one of those out of the blue. Well, unless you're in a position to get them as a bounty reward from the Wiz Biz bounty people.

[If a Guild Medic works, those are very frequently on the... hopper, I think? passenger transports. That's where I've seen all the ones I've run into outside of bases, and there's almost always one on board.]

I've jumped on every mission I could reasonably hit (since I'm only fielding Ubers/Catgirls/one Gnome, Isolated Valleys are out, as are Ratmen Caches and UAC Vaults) since the start and haven't snagged a single Canny Gal yet (bunch of werewolves in the jungle though, sigh), and caught maybe five zombie missions. I did skip a bunch of missions where I (thought I) knew the contents of, like the church infiltration bounty (too lazy to deal with all those civvies) or underwater hunts (too lazy to reshuffle all my gear for minimal rewards), but those shouldn't have any of them.

I have not been hunting the hoppers; air play is supremely annoying now that I'm in the detection range of the ninja fortress, so I've been avoiding that... guess that'll be my next thing to try. Otherwise, off to hunt for another 800 Wiz Biz tokens... plus whatever more to actually buy the Arcane Books.

Edit: Oh look. Two Wiz bounties with zombies. Funkies and normals. Sigh.

Oh finally-- Just under two months, 8 Arcane Tomes, and literally out of research (I've been spamming !Socializing!, research books, and captives I was planning to enslave instead), I finally found one on a zombie map. On what was supposed to be a milk run that I'm packing 14 untrained, 0-mission Lokk'narrs on with two escort gals. This is going to suck.
« Last Edit: August 02, 2022, 02:59:24 am by Aoi »
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Mathel

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Re: So OpenX-Com...
« Reply #2019 on: August 02, 2022, 09:43:20 am »

Anyone see any seg faults or other CTDs from the latest XPiratez? I had one happen at the end of my last month but couldn't reproduce it despite having a save very close to where it happened. I'm mostly asking b/c it seems really unusual to me - OXC in general has always been remarkably stable in my experience - this might be the first I've encountered.
I've had ONE.

Researching Raider Firetrooper Flame Guard, the one wearing an orange Heavy Armor causes a CTD.
« Last Edit: August 02, 2022, 09:47:41 am by Mathel »
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Chiefwaffles

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Re: So OpenX-Com...
« Reply #2020 on: August 02, 2022, 01:25:41 pm »

Ah yes, the zombies research. Yet another one of the worst research roadblocks in XPiratez.

My favorite now though is the events dealing with captain’s logs and the red mage and whatnot. I was struggling a while waiting for that only to give up and look into the files only to discover apparently these events have a strange laundry list of research to unlock first. With no way of knowing this laundry list in the game. Fun.
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Aoi

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Re: So OpenX-Com...
« Reply #2021 on: August 02, 2022, 04:27:46 pm »

My favorite now though is the events dealing with captain’s logs and the red mage and whatnot. I was struggling a while waiting for that only to give up and look into the files only to discover apparently these events have a strange laundry list of research to unlock first. With no way of knowing this laundry list in the game. Fun.

I suspect that the idea behind that was to prevent certain events from happening too early, even if people beelined specific technologies (even if accidentally, like how I still haven't picked up MA... for some reason).

And wow, just got a pogrom with a -2500 penalty. Ninja attack on a government, and the goal is to defend/escort to escapenot melt for eight turns. Reloaded to time it- there was over a minute of minigun-sound gunfire between turn one and two. (Ahahaha... they launched another one less than 12 hours later, after I successfully defended against it. :'( )

-----

« Last Edit: August 03, 2022, 06:33:31 am by Aoi »
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Robsoie

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Re: So OpenX-Com...
« Reply #2022 on: August 03, 2022, 09:34:10 am »

I got a chaos base that popped up on my 40k/Rosigma space marine run, i sent my best space marines on their landspeeder after it.

The base was well designed, looking like an actual military base, it made sense as it was a traitor guardsmen base, and from the look of some of the troops , those were guardsmen corrupted by Tzeentch .

The fight was hard because there was a -lot- of enemies, but my assault troops with their Powerfist and Plasma pistols did wonder to clear a good zone so i could disembark everyone without the fear of getting them all killed on the AI turn.
Still i had many losses, as you can only count on the dice rolls to have strong weapons missing or dealing few damage (it's using the 0-200% damage formula of the first xcom1) your troops instead of one shotting them. Save scumming sure helped.

And it also prove how extremely important it is to have an Apothecary on the field, he saved many of my troops that were lying on the ground lethally wounded, raising them so they could fight again. I wouldn't have been able to destroy so many enemies without that as i was losing marines regularly .

But still i lost a Brother Marine and a Veteran Marine that died directly instead of being "only" lying on the ground lethally wounded, after we finally cleared the surrounding of the main base building, when we reached it they had still more troop in defense than i thought. But the squad prevailed !
But man 57 enemies on a single map that felt insane, at least it wasn't a 2 part missions, i really am not fan of them

There were a few enemies that spawned another enemy on death, annoying but not as ridiculously annoying as those nurgle troops that do the spawn an enemy on death 3 or 4 times in a row, wish that "feature" could be removed

That said the loot was
Spoiler: really disappointing (click to show/hide)

I was expecting a lot of adamantium and/or at least promethium (so i could transform them into adamantium in my forges) but nothing, just useless (to me) stuff all around.
At least selling the junk and chaos stuff delivered a lot of money , near 2 millions, guess that's lot of adamtium to purchase on my trade surface base.

Also managed to destroy a Large UFO in flight, i attacked it with 4 Stormtalons at the same time (i wonder if you can attack with more than 4 ships at the same time) , each equipped with Craft Lascannons (instead of default Bolter guns) and Plasma missiles (instead of default Krak missiles). Note sure if all Large UFO will go down like that, but that's very good for the end month score.
« Last Edit: August 03, 2022, 09:42:34 am by Robsoie »
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Mathel

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Re: So OpenX-Com...
« Reply #2023 on: August 03, 2022, 10:38:19 am »

Also managed to destroy a Large UFO in flight, i attacked it with 4 Stormtalons at the same time (i wonder if you can attack with more than 4 ships at the same time) , each equipped with Craft Lascannons (instead of default Bolter guns) and Plasma missiles (instead of default Krak missiles). Note sure if all Large UFO will go down like that, but that's very good for the end month score.

Vanilla had a limit of 4 dogfights at once. These can be on the same hostile craft, or on multiple. I do not think OXCE allows modifying that.
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The shield beats the sword.
Urge to drink milk while eating steak wrapped with bacon rising...
Outer planes are not subject to any laws of physics that would prevent them from doing their job.
Better than the heavenly host eating your soul.

Robsoie

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Re: So OpenX-Com...
« Reply #2024 on: August 04, 2022, 04:35:26 pm »

A new version of Rosigma, version 1.09
https://openxcom.mod.io/rosigma
looks like mod.io got a facelift :
https://mod.io/g/openxcom/m/rosigma


This time it requires you to use the latest OXCE, 7.6.0 :
https://openxcom.org/forum/index.php/topic,5258.0.html
(and you still need the 40k version 0.32 mod too https://mod.io/g/openxcom/m/40k )
« Last Edit: August 04, 2022, 04:41:25 pm by Robsoie »
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