![]() ![]() My workshops are fallow and have literally nothing to build. Games like these seem to work best when there is a good mix of long term and short term payoffs that create a sequence of payoffs. Even the simple stuff like van upgrades felt like they took a long time. In march, and it feels like I've had the sectoid autopsy research project going for about a month now. A magnum revolver, a stun rod, and a kevlar vest is all your agents will need for the first few years of in-game time. You're not going to get any weapons or armor breakthroughs for a long time, but the good news is you don't really need them for a long time, either. The latter allows you to respond to more alerts, and get more money which you can use to hire more scientists. Overall, I suggest an early game research strategy focused on getting better labs and getting faster/larger vehicles. This gives you a better feeling for each story arc, like your agents are conducting a real investigation in each case, gathering evidence and making arrests that matter. Instead, focus on taking down one organization at a time. You'll just be overwhelmed, without making much overall progress. I'd also recommend not focusing too much on researching every gang or cult related topic right away. This allows you to get the Bio-Lab, and put more scientists to work. Get your research started by looking into medical-related topics. As you do that, research progress develops naturally. This allows you to build more bases, with more labs and more scientists. Do as many missions as you can, month after month, and keep bringing in the money. What I've found so far is that the key to advancing research doesn't have anything to do with research. And the mod allows you to be patient, since no particular research is critical. It's a long process in this mod, so be patient. ![]() In other words, it's not like XCOM, where you're researching to quickly get some flying armor, a supergun, and an awesome attack ship. Most of the research topics don't directly help your cause much, but added together they allow you to make modest improvements over time. ![]() But I think the important thing about research is just the cumulative advancement. There are an almost overwhelming number of research topics, and even with dozens of scientists it will be years of in-game time before you can catch up. This mod is a lot different from XCOM (as I remember it) in the research aspect. What I've done differently is to devote lots of resources to advancing research, but at the same time not really be too concerned about the results. I abandoned my first attempt because of probably similar feelings that I was doing really badly on research, but I feel my current (second) playthrough is going pretty well. I've been playing XCOM Files recently after not having played any kind of XCOM game in many years. ![]() I assume it's not intended to build multiple X-com Headquarters in order to increase research speed, due to high cost as well as the weird logic of having multiple hq's in a base.Īs far as I could find, there's no online knowledge resource for this mod, leading me to post this here. The problem is this would take several months if I did nothing but focus on it, which led me to conclude that there's something I'm missing. I assume that these two facilities are the intended way of assigning more scientists than the Xcom headquarters gives you, but as far as I could tell there's no way of unlocking the bio lab, and you need to research all of the cults to unlock the Intel lab. The only structure available that allows more scientists is the headquarters, but research options say they require facilities like the Bio lab or Intel lab. It's neat how in Xcom Files you start of small, but again, I can't figure out how you're supposed to progress. Normally in an EU campaign, you'd just buy a bunch of scientists and laboratories and off you go. My continued source of frustration is how to get my research off the ground. While I understand now how the mod handles multiple requirements, it was pretty frustrating until it clicked. In fact, the tech tree is probably my biggest criticism of the mod, it seems impenetrable without sacrificing a campaign or two just to figure out basic things, like why researching logistics doesn't unlock the Humvee. So I just restarted my first campaign, and while I enjoyed what the mod is trying to do, I wasn't able to figure out how to expand my research. ![]()
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