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Topics - Telok

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1
Discussion / Finished game on 2.5 Hard mode. Thoughts and experiences.
« on: October 23, 2013, 04:59:04 am »
Save attached if anyone wants to play or data mine it.

Soldiers:
My A list soldiers were a rockin' slay-fest by the end. 100% weapon skill, 35 TU, and 160 health armed with particle beam rifles, grenade launchers (PB ammo), coil guns, and sniper rifles (enhanced ammo) made for a smooth death machine. The only save scumming I did was when I lost 2+ people on my first turn (that happened every five or six missions) or the transport got shot down by a surprise alien gunboat out past interceptor escort range (this only happened five or six times in the whole game).

My B list guys were pretty good too, except that last guy. Aliens have a tendency to target the easiest kill, which is pretty logical. But that guy is usually the newest guy, he'll have lower strength so may be in nano armor instead of power armor, and he'll have the lowest health total even when fully healthy. So I ended up hiring expendable assault rifle guys for that slot and letting them draw fire away from more valuable troops. This is pretty gamey and probably an unintended tactic but the AI pretty much required it.

When the aliens bust out the particle beam weapons you'll want a third squad and transport. This might give you time to train them up a little and maybe get some of them into power armor and the 120+ health range before things get hairy.

My C list guys are almost totally expendable. Maybe half are strong enough to wear power armor, which means that they other half usually die to a single shot from a particle rifle. That base (in Africa) has about 15 soldiers, most of them are pretty badly wounded much of the time. Almost none of them last for ten missions, the kill rate with particle beam weapons is too high for new recruits to survive gaining enough experience to get past the "mook" designation.

In future games I'm going to change my soldier skill spread. In this game I used (on the A and B teams) two assaults, three snipers, and three grenadiers. I will reduce the grenadiers to two, but I don't know if I'll increase the snipers or assaults. Plus the weight rules have caused me to disregard any soldiers with a strength score of less than 36. The weaklings just can't handle real armor and a weapon, combat armor is worse than useless against particle beam weapons. If a soldier can't handle nano armor, a weapon (plasma rifle or sniper rifle and a reload is the minimum acceptable), and a med-kit then what is he doing on the field? Dying, that's what.

Bases:
Do you see that ring of eight AA defences around the workshop base in China? That base was attacked eight times. My first base was attacked once, some other base was attacked twice, and that one workshop base just pissed the aliens off somehow. I only up-gunned it after the fifth attack, after the improvements that base must have accounted for 30%+ of the ufos that were shot down.

I also need to specialize my bases more, turning the first base into a full research/combat base is still OK, but no more combining an active workshop base with a combat squad. The hospital and large hanger reduce the available workshop space too much. Plus those stupid doors in the workshops favor a more kamikaze approach to base defence.

The entrance is still an ungodly pain in the butt to defend or attack, still a horrid OSHA violation that must be a right nuisance to carry fragile laboratory equipment or heavy aircraft weapons up and down. It's a good design for a dangerous tactical shooter set-up, but it really bad as an actual useful entrance. At the minimum that little wire cattle gate is idiotic and there ought to be a helicopter landing pad there.

Base defence consists of (for non-combat bases) expendable weaklings and a couple of snipers. I started the mooks with shotguns and slug ammo, which worked pretty well until medium alien armor came along. I tried giving them plasma blasters but that didn't work out, the blasters are too inaccurate to be effective even at close base defence ranges. Plasma rifles and plasma blades are where it's at, unless you want to spring for the enhanced ammo for assault rifles but that ties up production man-hours while plasma ammo just falls out of the sky. Set your command post right next to your entrance and lock a sniper rifle guy in the room with the security cameras, give him IR goggles just for something to do. Sniper guy is there to shoot through walls and ceilings when he's the last defender, plus the security camera views are useful. The other sniper gets to go to the ground level of an enclosed building, living quarters, small hanger, or power plant(?) and shoot through walls to wound as many aliens as possible. You'll lose two to five guys defending your entrance and another couple of guys clearing workshops or blind corners of ground level. That's why you use the weak mooks. Expendables.

Weapons:
This is what I used.
Assault rifle -> Plasma Rifle -> Particle Beam Rifle
Sniper Rifle -> Coil Gun or SR with enhanced ammo
Grenade Launcher, upgrade ammo as appropriate

I tried the following.
Plasma Blaster: too inaccurate, I missed 4/5 shots at a range of 4 squares with the Ball mode.
Particle Beam Cannon: enormous damage potential, crap accuracy. A one hit kill isn't worth the other 50 misses.
Shotgun: OK until aliens started wearing armor, needs enhanced ammo (slugs are bigger than AR rounds anyways).
Bolter: the TU, weight, and ammo issues make this not enough of an upgrade to adopt. Does the anti-matter enhanced ammo make it an area explosion? That might be worth it on a specialized support sniper, but that's still iffy.
Rocket Launcher: fun but too situational to dedicate a soldier to.
Flamers: the 12 TUs for the candle setting and the short range make this a suicide-by-alien weapon, and sometimes the tougher aliens survive.

Pacing:
Early game is still slow, waiting for aliens so you can sell some stuff for that next building or to replace a shot down interceptor. Late game is... interesting. If you play the save be prepared for waves, a week or ten days with eight to twelve ufos then a week to ten days of quiet. It's going to harsh up team 3 pretty regularly, that's why there are so many of them.

Last thoughts:
Good times, still some smoothing out to do, the AI is still in it's infancy. Implementing the dropship inventory will help with situational weapons, it'll happen someday. I don't know if 100% close weapon skill helps the plasma blaster or PB cannon, I don't know of it's worth carrying a close weapons guy long enough for him to get good enough to try. Close needs something, flamers need something, and I still don't know if the first two researched interceptors are worth the effort.

2
I found this one while testing some RF stuff in skirmish mode. This is on the Dec 18 build.

When using different weapons with different RF options the last selected RF option will be applied to all soldiers. If the RF option does not exist for that weapon the soldier will unselect it's RF option and default to the snap shot setting.

For example SMGs have two RF options, 5-shot burst and full auto, while plasma rifles have three, snap shot, three round burst, and full auto. You cannot have the SMGs and plasma rifles both on full auto because it is the second option on the SMGs and the third option on the plasma rifles. When you set the SMGs RF to full auto the plasma rifles switch to the three round burst. When you set the plasma rifles RF to full auto the SMGs unselect their RF options and default to the 5-round burst.

I don't know if this happens in campaigns yet. Also the bug that only lets you transfer 2 to 5 of any item between bases is really harshing my antimatter deliveries.

3
Linux / Ubuntu 10.04: Crash out on entering battlescape.
« on: August 29, 2012, 12:43:41 am »
I had previously been using the windows binaries under wine and updating the game about every six months, twitchy but workable. Last week I decided to Git and compile the linux versions. Git worked fine, compile went perfectly after I reverted a dependency of a dependency of a dependency from 2.1 to 2.0, the languages and maps went fine too. Like the header says, the game crashes on entry to the battlescape.

Crashdump.txt
Code: [Select]
======start======
OS Info: Linux kittly-desktop 2.6.32-41-generic #91-Ubuntu SMP Wed Jun 13 11:44:43 UTC 2012 i686
Linux DEBUG, cpu: IA-32, version: 2.5-dev

Failed to open bfd from (‰…\þÿÿ‹…\þÿÿ‰D$…”ýÿÿ‰D$‹…`þÿÿ‰$è€üÿÿ‹…`þÿÿ‰D$ ÇD$)
0x813a4dd : ‰…\þÿÿ‹…\þÿÿ‰D$…”ýÿÿ‰D$‹…`þÿÿ‰$è€üÿÿ‹…`þÿÿ‰D$ ÇD$ : unknown
Failed to open bfd from (èøëÿÿÇD$)
0x8139f7b : èøëÿÿÇD$ : unknown
Failed to open bfd from (ÉÃU‰åƒìÇD$íÇ$)
0x8139e58 : ÉÃU‰åƒìÇD$íÇ$ : unknown
Failed to open bfd from (Xžw)
0x9cf400 : Xžw : unknown
Failed to open bfd from (‹@$…ÀtAèY )
0x80867ee : ‹@$…ÀtAèY : unknown
Failed to open bfd from (ë‰Ö‰Ç‰$èhß)
0x805a482 : ë‰Ö‰Ç‰$èhß : unknown
Failed to open bfd from (ÉÃU‰åƒìXÇ$@)
0x805a4b7 : ÉÃU‰åƒìXÇ$@ : unknown
Failed to open bfd from (é±)
0x80c12e8 : é± : unknown
Failed to open bfd from (¶€±Œ„Àt Æ€±Œ)
0x80bff26 : ¶€±Œ„Àt Æ€±Œ : unknown
Failed to open bfd from (èGÿÿÿè U)
0x805b3ef : èGÿÿÿè U : unknown
Failed to open bfd from (è[C)
0x805b6bb : è[C : unknown
Failed to open bfd from (ëƒút‰$è“ý÷ÿ‰$è{ð÷ÿ‰EÀè“)
0x80ce616 : ëƒút‰$è“ý÷ÿ‰$è{ð÷ÿ‰EÀè“ : unknown
Failed to open bfd from (E܉$è˜)
0x80cea85 : E܉$è˜ : unknown
Failed to open bfd from (ëùU‰åƒì(ÇD$)
0x8138647 : ëùU‰åƒì(ÇD$ : unknown
Failed to open bfd from (‰$è"†)
0x9e6bd6 : ‰$è"† : unknown
Failed to open bfd from (ôU‰åSƒì€=Lt#)
0x804f1a1 : ôU‰åSƒì€=Lt# : unknown
Loaded libraries:
[0x2949120x-0x3091664x] /lib/libpng12.so.0
[0x7655424x-0x7783508x] /usr/lib/libjpeg.so.62
[0x1114112x-0x2027688x] /usr/lib/libbfd-2.20.1-system.20100303.so
[0x9940992x-0x9960140x] /usr/lib/libSDL_ttf-2.0.so.0
[0x5439488x-0x5810356x] /usr/lib/libSDL_mixer-1.2.so.0
[0x7823360x-0x8625516x] /usr/lib/nvidia-current/libGL.so.1
[0x14434304x-0x15017076x] /usr/lib/libSDL-1.2.so.0
[0x1998848x-0x2276404x] /usr/lib/libcurl.so.4
[0x13496320x-0x13823128x] /usr/lib/libtheora.so.0
[0x9105408x-0x9123456x] /usr/lib/libogg.so.0
[0x11902976x-0x13002820x] /usr/lib/libxvidcore.so.4
[0x2281472x-0x2441772x] /usr/lib/libvorbis.so.0
[0x15421440x-0x15455084x] /usr/lib/libmxml.so.1
[0x3477504x-0x3572403x] /lib/tls/i686/cmov/libpthread.so.0
[0x6737920x-0x6765163x] /lib/tls/i686/cmov/librt.so.1
[0x6586368x-0x6594923x] /lib/tls/i686/cmov/libdl.so.2
[0x2449408x-0x2527324x] /lib/libz.so.1
[0x3579904x-0x4613920x] /usr/lib/libstdc++.so.6
[0x2535424x-0x2682095x] /lib/tls/i686/cmov/libm.so.6
[0x2691072x-0x2807980x] /lib/libgcc_s.so.1
[0x10289152x-0x11719919x] /lib/tls/i686/cmov/libc.so.6
[0x4583424x-0x5071620x] /usr/lib/libfreetype.so.6
[0x3100672x-0x3407740x] /usr/lib/libmikmod.so.2
[0x7344128x-0x7372248x] /usr/lib/libvorbisfile.so.3
[0x5066752x-0x5424516x] /usr/lib/libsmpeg-0.4.so.0
[0x15458304x-0x38588623x] /usr/lib/nvidia-current/libGLcore.so.1
[0x15405056x-0x15409264x] /usr/lib/nvidia-current/tls/libnvidia-tls.so.1
[0x10051584x-0x10108140x] /usr/lib/libXext.so.6
[0x38592512x-0x39753064x] /usr/lib/libX11.so.6
[0x2818048x-0x2829184x] /usr/lib/libpulse-simple.so.0
[0x6057984x-0x6323304x] /usr/lib/libpulse.so.0
[0x6774784x-0x7254824x] /usr/lib/libdirectfb-1.2.so.0
[0x2838528x-0x2870280x] /usr/lib/libfusion-1.2.so.0
[0x5812224x-0x5897500x] /usr/lib/libdirect-1.2.so.0
[0x6328320x-0x6526412x] /usr/lib/libidn.so.11
[0x2879488x-0x2924548x] /usr/lib/liblber-2.4.so.2
[0x8630272x-0x8916312x] /usr/lib/libldap_r-2.4.so.2
[0x7380992x-0x7569456x] /usr/lib/libgssapi_krb5.so.2
[0x9134080x-0x9426868x] /lib/i686/cmov/libssl.so.0.9.8
[0x56770560x-0x58175972x] /lib/i686/cmov/libcrypto.so.0.9.8
[0x5939200x-0x6053016x] /lib/ld-linux.so.2
[0x6602752x-0x6698672x] /usr/lib/libxcb.so.1
[0x9433088x-0x9733488x] /usr/lib/libpulsecommon-0.9.21.so
[0x8921088x-0x9015504x] /usr/lib/libICE.so.6
[0x3411968x-0x3438844x] /usr/lib/libSM.so.6
[0x13398016x-0x13415220x] /usr/lib/libXtst.so.6
[0x7262208x-0x7341219x] /lib/tls/i686/cmov/libresolv.so.2
[0x9740288x-0x9830940x] /usr/lib/libsasl2.so.2
[0x39759872x-0x40400116x] /usr/lib/libgnutls.so.26
[0x40394752x-0x41131592x] /usr/lib/libkrb5.so.3
[0x10117120x-0x10258268x] /usr/lib/libk5crypto.so.3
[0x2932736x-0x2940949x] /lib/libcom_err.so.2
[0x5902336x-0x5926000x] /usr/lib/libkrb5support.so.0
[0x3448832x-0x3453976x] /lib/libkeyutils.so.1
[0x6533120x-0x6540400x] /usr/lib/libXau.so.6
[0x6549504x-0x6565520x] /usr/lib/libXdmcp.so.6
[0x13316096x-0x13347496x] /lib/libwrap.so.0
[0x13832192x-0x14256744x] /usr/lib/libsndfile.so.1
[0x13008896x-0x13235996x] /lib/libdbus-1.so.3
[0x6709248x-0x6721958x] /lib/libuuid.so.1
[0x7573504x-0x7623880x] /usr/lib/libXi.so.6
[0x9023488x-0x9086444x] /usr/lib/libtasn1.so.3
[0x115449856x-0x115918220x] /lib/libgcrypt.so.11
[0x9838592x-0x9925667x] /lib/tls/i686/cmov/libnsl.so.1
[0x15020032x-0x15328328x] /usr/lib/libFLAC.so.8
[0x125091840x-0x126169840x] /usr/lib/libvorbisenc.so.2
[0x14303232x-0x14314240x] /lib/libgpg-error.so.0
[0x9969664x-0x10001852x] /usr/lib/libXcursor.so.1
[0x10010624x-0x10041284x] /usr/lib/libXrender.so.1
[0x7630848x-0x7645204x] /usr/lib/libXfixes.so.3
[0x7790592x-0x7816751x] /lib/tls/i686/cmov/libnss_compat.so.2
[0x11702272x-0x11736111x] /lib/tls/i686/cmov/libnss_nis.so.2
[0x11743232x-0x11783255x] /lib/tls/i686/cmov/libnss_files.so.2
[0x72175616x-0x73515968x] ./base/game.so
======end========

The "failed to load bfd" stuff points in another thread here to the binutils-dev lib. But my binutils-dev is fine, I reloaded it yesterday just in case but that didn't make a difference. So I've reached the limits of my current understanding on this one.

4
Offtopic / Working towards power armor
« on: July 24, 2010, 07:04:58 am »
http://www.bbc.co.uk/newsbeat/10703219

I don't belive I'm the first one to notice this here, but I thought some of the others might like to know about it.

Testing has begun on power exoskeletons for the US military.

5
Tactics / Riot Shotgun/flechette - useless? (2.3)
« on: June 30, 2008, 12:29:19 pm »
I'm currently running an 'old' build of the 2.3 version, kinda buggy with the saves but it has base invasions. The base invasions are the reason I'm not bothering to kick up to the most recent version yet, I have a save with a base invasion about 30 seconds (real time) away. This is a wonderful chance to test tactics and weapons. Flamers rule in close combat!

My latest run involved an encounter with a average skill close combat guy armed with a riot shotgun, and two Ortniks wearing alien armor. I had been shooting the top side doorway in my base entrance with two grenade launchers from the bottom of the ramp, the riot shotgun was covering them. After two rounds of trading grenade and plasma shots the two aliens walked in while my GLs were reloading and out of TUs. The aliens did not shoot, they walked five or six squares down the ramp, turned right, and walked into my storage room. I was flabbergasted. The twit with the riot shotgun didn't even twitch. Twenty eight TUs, multi-shot reaction on, crouched and ready to burst fire... He sat there while two aliens walked by just one square away, too busy picking his nose to to pull the trigger.

This is not a problem. I can deal with this.

I had Mr. Snot-face go try to redeem himself, the aliens couldn't have gotten very far so he got first crack at them. Sure enough they had stopped just around the corner, just four squares away. The riot shotgun was loaded with flechette shells, and I had 20 TUs left. Perfect, time for some full-autofire funtime.

He didn't drop. The alien didn't drop. There was over a 95% hit rate on that spray and it didn't drop.

I had one of the GLs lob three bombs over there and killed all three of them. No big loss there. But I was heavily disappointed by the utter ineffectiveness of the riot shotgun. Has anyone else had this sort of experience?

P.S. Base Attack Hint: Anyone with a sniper rifle, put that thing in their pack and hand them a flamer. The rifles and long range weapons are useful in certain spots of your base. But you'll get far more kills out of that flamer for the same TUs. Most of the base is tight, tight quarters.

6
Feature Requests / No entrance in new bases.
« on: June 26, 2008, 06:23:15 pm »
On the 2.3 version for WinXP, if you select the option to start without buildings there is no Entrance building in the bases you build.

Adding the Entrance as a building on the list would fix.

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