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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 02:19:26 pm »
Thanks for the feedback, we'll see what happens.
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new Polish names?
Leszek Bobrowski
But this is not the case. In all respects, an enforcer is much worse than a Spartan trainee. But apart from the parameters, the enforcer does not know how to throw, does not know how to melee, and worst of all, does not know how to restore energy.
Is it intentional that the Syndicate Dragonfly crafts are armed? That came as a surprise to me because the x-com ones do not have weapons pods.
I mean, I understood the proposal as adding 'Labour Concealable' to every single item on the 'labor gear' list, i.e. across a multitude of pedia articles. That sounds a somewhat less sanity-friendly than just one article per mission type.
IMO, the one thing that might acually improve things would be to point new players at mission-specific item filters in equipment lists, since that's where I usually check what I can take on a mission - because one can then immediately act on that information by loading the item on the craft, buying new items, equipping agents or whatever.
I've come across this now a couple of times, in the Sea Lab Under Attack Mission, the second story of the large facility, I am unable to go to the left around the stairs without destroying the terrain, not sure if this is a bug or by design, but it feels like this is a bug.
Would you mine share your spreadsheets and other tools that you use to forecast the game parameters?
I'm working a few different sub-mods for X-Com Files and want to carefully balance the changes.
IMHO that is clearly intended. By the time you get Enforcer-"armors", you already have trained your AI units a lot. You wouldn't even want Enforcer-"armor" to be tied to an untrained AI unit, but prefer to be able to use in the AI unit of your choosing.
It's important that Ball Bat hit sound be changed to this.
Is there anything in the wiki (or elsewhere) that explains basic gameplay changes from the original game?
I found https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom) but not sure if OXCE is very different. There's also stuff like the red and yellow numbers on weapons when you equip them, the little dot that appears if you right-click a weapon, and the +/- signs when you click an injured agent in the Training screen, or how to construct additional lab space.
I'd chip in $10 for the alternate ending. I'd gladly pay $100 to graphically show agents using commercial planes from major city hub to major city hub in the early game.
I'd assume that this is the best forum to discuss suggestion for future releases of the mod?
Some ideas I had: (supper low priority or none at all -- Just my thoughts
- Work in story about the moon being a megstructure (Moonfall Movie)
- Work in story about ramjet --> scramjet (Arrow 105 having a Temporal variance) needing investigation --> back story to the UAC