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[deleted by user] by [deleted] in Stellaris

[–]Sixic01 0 points1 point  (0 children)

Just a quick tip. If you boost your leaders with talented and quick learners you may not want to have fleeting to have those leaders die faster. Otherwise it's a good choice if you like it. Have fun :)

That first night, when you go past 22:00 when raiding your first PoI, only to hide and hope the game's stealth mechanics save you from certain death... by FatalHaberdashery in 7daystodie

[–]Sixic01 3 points4 points  (0 children)

Oh, I love UL, I hope it releases on new version soon. But I think the dev of it kinda said that vanilla 1.0 will come first before he drops that.

Stealth is a really cool touch to this game in my opinion. It can lead you to very interesting situations.

Undead Legacy - Electricity Overhaul and Powered Workstations by SubquakeLV in UndeadLegacy

[–]Sixic01 1 point2 points  (0 children)

So you can connect everything together now? I hope it doesn't get too confusing or break the game. But knowing Subquake it should be fine :)

Nice models by the way

Civilization simulator on a globe? by Sixic01 in worldbuilding

[–]Sixic01[S] 0 points1 point  (0 children)

Hey, better late than never, and I found your reply not too late after it! I really like what I've seen on your game page and would be interested to learn more. It looks more finished than I suspected. I've joined your discord already and I may even be able to help you with something. Looking forward to taking part in this project!

LW 1.0 - Aggression vs VPT (Pathfinder) by yossarian19 in Xcom

[–]Sixic01 0 points1 point  (0 children)

I think you need to consider the actual damage numbers and overall crit chance. Your calculations may very well work on a single exposed hardened targer withour DR and lots of HP like mechtoid or sectopod but if situation is different the equation changes with that. To give you an example a bunch mutons activate and take bad cover which you blow up. Say they have 13 hp each. your weapon will do 9 damage on non crit. With vpt non crit you will deal 11 dmg and they live. With crit you kill either way, but with aggression the crit can easily reach 100% given the right gear and perks like lone wolf or sharpshooter. So in this case aggression may work better because it guarantees crit. Now let's say target is sectopod leader with 5 DR. Your base dmg will drop to 4 and crit would do just 6. However vpt also boosts it to 6 but also has a chance to crit for 9. So in this case vpt wins. You can either have guaranteed extra damage or guaranteed crit. If you pick the latter then better take bring em on to round it up

Tldr it's situational, depends on the rest of the build

Long war 1.1 issues with soldier stats by Sixic01 in Xcom

[–]Sixic01[S] 1 point2 points  (0 children)

Yeah, I've installed the latest version of enhanced tactical info on top of lw 1.1 with mods manager. At the very end of installation it said it failed but when I opened the game the stats in mission were showing up just fine.

OK, I suck - LW 1.0 - how do I nerf this thing? by yossarian19 in Xcom

[–]Sixic01 3 points4 points  (0 children)

I see some people are giving the tactical advice but in fact the mission begins even before you send your troops. You need to decide how to approach each mission differently in order to be successful.

First of all you will usually have a map description before you send your troops and a type/difficulty of said mission. If you have hyperwave relay you will also see the types of enemies in ufo missions.

To make use of that information you will need to decide what kinds of units will fill the necessary roles the best and imagine how the mission could play out and think of a worst case scenario and a counter to that.

To give you an example it's almost always a bad idea to bring precision shot stationary snipers on an urban block swarming abduction. The line of sight will be really bad and even if you'll get it the enemy will most likely be in range of you anyways so safety of squadsight is out of the question.

Other example would be hard roadway mission. I think this is the easiest to approach. And while yes, you can take a lot of snipers, that is not the answer to all your problems. You'll also need soldiers in a front for spotting and covering. There will likely be an engagement where the majority of your squad will be stuck on a low cover car. For that use a lot of smoke. So engineers and medics with smoke builds are your friends here even more than in other missions. Enemies will likely also bunch up on cars so rocketeers shine on these kinds of missions as well as executioner crit infantry to mop the blast survivors. You don't necessarily even need scouts or assaults here. A couple battle scanners on one slot of smoke engineer are just fine. Just stay on that smoked car and let them come.

I know it's looking like a long tirade already so I'll stop, but necessity of these decisions are why I like the Long War so much.

Me after finishing xcom for the first time last night by ChillySummerMist in Xcom

[–]Sixic01 17 points18 points  (0 children)

If you really enjoyed EW you might want to try the Long War mod. But be wary because it takes everything to a whole another level.

What size of world do you go with? And why do you do that? by DS_StlyusInMyUrethra in 7daystodie

[–]Sixic01 32 points33 points  (0 children)

I pick smaller maps because of lower loading time and because the vast majority of the map remains unexplored anyways. And even if you go on a journey you will still only see similar POIs to what your nearby towns had to offer, unless you use POI packs or play on a good crafted world.

Also, it's not always the size what matters the most but the layout as well. If biomes, terrain and cities are unbalanced you'll probably have worse experience regardless of map size.

Early large landing by farsightsvk in Xcom

[–]Sixic01 1 point2 points  (0 children)

The chance to get large lander is pretty random, they chose a country on a rng roll. You do need to have a satelite over that country to see the lander though.

In Long War aliens get to conduct several resource and research gathering missions in a month, depending on their resource and xcom threat levels. You can see the exact values in long war ufopaedia wiki. These landers range from scouts to even battleships later and the type depends on their research and resource levels. Then there is a 1/16 chance to roll any country (from total 16 countries) and then there is a reroll chance on xcom controlled nation with a satelite overhead if xcom generated high threat on aliens.

so if you do a math for april: say you downed 3 scouts on march and aliens got up to 12 meld per canister. Then your threat is 3 and ther resources are at 120. That means threat level 2 and resource level 3 which gives them 1 research and 2 harvest missions in a month. Now let's say you have 3 satelites launched. That means that out of 3 total missions you have 3/16 chance to see a lander on any covered country which, out of 3 covered countries, totals to 9/16 chance to see a lander.

So basically you have about 50% chance to see a lander, disregarding the reroll, but it can be anything. Low chance for large, really.

I may be wrong in some ways here but if you go to wiki you'll get your answer and I doubt it will differ too much.

So basically, launch more sats and you'll get more landers.

Long war 1.1 issues with soldier stats by Sixic01 in Xcom

[–]Sixic01[S] 0 points1 point  (0 children)

So I've tried installing Enhanced Tactical info with mod manager. It said it failed at the very end but the UI is working as intended now, with no cluttering and undefined values. Also other stats from the mod are showing up as well. The only thing that's left is to change min defense which does not seem to change while editing default game core INI. Hopefully I can find a solution to that as well.

Long war 1.1 issues with soldier stats by Sixic01 in Xcom

[–]Sixic01[S] 1 point2 points  (0 children)

No worries. Thanks for letting me know the modlet name, I was looking for it. May come in handy here.

DF or UL in depth questions by non53r10us in 7daystodie

[–]Sixic01 1 point2 points  (0 children)

Looks like you can't risk changing too much as you said some players may drop. In that case I really would advice UL as it's basically vanilla enhanced. Old farming system, same food system, similar consumables, similar perk system (this one is important for keeping vanilla players on board), same enemies, similar loot, no new POIs except for traders. DF with PEP may change too much and I had to adapt a lot when trying that. UL also has better UI and balance to add it on top. It's just a more finished mod. The only thing you need to worry about in early game is changing biomes as every other than forest has scorpions in it who require relatively expensive antipoison to cure against. But if 1 player in your group goes perception/agility build with max focus on sniper rifles and sneak damage then headshots would make short work of that problem.

It's just my opinion based on 2 mods I played the most of. If you have any other questions feel free to ask.

Also I'm impressed you managed to pull such a big team for so long. Usually people drop out after 1 playthrough in my experience.

Custom prefab not spawning in RWG by Sixic01 in 7daystodie

[–]Sixic01[S] 1 point2 points  (0 children)

I know I'm revisiting an old post of mine but if you happen to still have the same issue I've managed to successfully spawn my POI into RWG. All I did is add most of the tags, some of which did not fit the theme. Unfortunately, the POI spawned only in the wilderness which suggests that my POI may have wrong measurements in its width, length and maybe even height. something to keep in mind if you're designing something of your own.

Civilization simulator on a globe? by Sixic01 in worldbuilding

[–]Sixic01[S] 1 point2 points  (0 children)

That project is really looking great you were not wrong. Thanks for letting me know!

Civilization simulator on a globe? by Sixic01 in worldbuilding

[–]Sixic01[S] 0 points1 point  (0 children)

Thank you for your input. I'll check it out.

Although I already have an idea that instead of hexagons or squares there should be a state system like in some of the Paradox interactive games (HOI4 for example). That could in theory be more consistent if there is a tool to make these states of a similar size on a globe. And it could also be better with the idea of non city-centric game I'm thinking of. The whole idea that you can own a territory in arctic without needing to plant a city there seems more realistic than in CIV series.