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Messages - Toothless Shark

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16
XPiratez / Re: [MAIN] XPiratez - J10 - 28 Dec - Christmas Underground
« on: January 05, 2019, 11:04:24 am »
Ratman missions - a place where i level up my throwing skills. Please keep them as they are.

17
The X-Com Files / Re: Asylum Apparations mission.
« on: December 15, 2018, 05:33:04 pm »
Melee works. Stun batons for example. They are not really that dangerous.

18
The X-Com Files / Re: Tips for beginners?
« on: December 03, 2018, 05:23:26 pm »
So far on this playthrough I have started with a base in Europe. I built my second base in the USA, and it has just come online. I have been using vans and timing my missions so I only fight in the day. I also just got kevlar vests, but I am not sure what to research next. I went with non-standard weapons for now. I will try to get biolabs next, thanks for the tip!

So far I have been using Berettas and pump shotguns so far, it seems to work well. The Glocks don't have any stopping power and the Colts seem a bit too slow.

The only mission I have aborted so far was the first one, because I saw seven chupacabras on the first turn of my very first first mission. Screw that!

I guess that you won't get that first turn wipe like Starving Poet did. :D
Also, i was using only 1 base and didn't rush another hangar for a while and still did fine (base in Egypt). You don't HAVE to do all the missions that popup, just balance what's worth doing and what's not. Also, you can right click at a tech (in the research screen) to see where it leads to, gives you a nice idea what it gives and where it leads to.

Edit: Maybe it's a mid click, i forgot.  :(

19
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 03, 2018, 05:03:40 pm »
Are alien electronics supposed to be unresearchable on their own? Also, what's the point of including them in the getonefree list of the decrypted aleine data slate, seeing how you need to research them before you can decrypt the slate?

You need to get the tech from alien engineers or leaders to unlock it, and of course to find actual alien electronics item. I guess alien electronics listed in a data slate is an oversight.

20
The X-Com Files / Re: Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 28, 2018, 05:24:51 pm »
This reminds me, what is the difference between AI that you can buy and advanced AI you use alien electronics to build? I remember while ago that it was mentioned that you can train advanced AI like your normal troops but in my recent game i wasn't able to. I only noticed slight difference in starting stats and that's it. Nothing worth spending alien electronics on.

21
The X-Com Files / Re: The Thing arc
« on: November 26, 2018, 07:06:28 pm »
Wow, this WILL be scary.   :D

22
The X-Com Files / Re: The Thing arc
« on: November 20, 2018, 01:15:47 pm »
For the attacks maybe the one 'the void' uses. It already has a similar effect on the target (makes a copy of itself). The thing would be doing the same thing.

23
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 17, 2018, 05:52:53 pm »
I also remember that in industrial missions i would be able to find 1 or 2 melee weapons close to starting position. You can use those to whack some enemies and acquire their weapons. Just saying.  ;D

24
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 14, 2018, 08:24:07 pm »
So true. I remember watching the starving poet's let's play for this mod - whole second video was only him reading the UFOPEDIA (first video is introduction). I did the same. Just read though it, its really interesting read and nicely done.

25
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 13, 2018, 03:43:37 pm »
Just a quick question - how do i unlock Gauss weapons? I never found any and am almost finished with fusion weapons research. Have all other weapon types finished (lasers and blasters too, ofc.). I just can't find any gauss weapon to unlock that research.

26
The X-Com Files / Re: Medicals balance
« on: October 31, 2018, 04:46:55 pm »
Just a thought, maybe replace painkillers with morphine and have it increase morale (flat increase, not depending on lost HP) + temporary boost to psi (few turns tops). Mostly to make user less vulnerable to psi attacks while he's "high".  ;D

27
The X-Com Files / Re: Medicals balance
« on: October 30, 2018, 01:59:20 pm »
Yeah, you can keep weight 5, its fine. If it's refillable and 2x1 or 1x2 i can see myself using it much more often. Looks good too.

28
The X-Com Files / Re: Medicals balance
« on: October 28, 2018, 12:06:38 pm »
Yeah, i agree. 2x2 is too much for it's worth. Makes sense to make it smaller too since it holds less meds in it. I'm also for reducing it to 1x2 size. I think i used it only once or twice as it is now, would use it much more if it was smaller.
My system is that i use first aid kits and trauma bags whenever i can because they are replenished at the end of the battle. Sprays (normal and advanced) are quite expensive so i use them only when agent doesn't have enough strenght to carry a weapon and one of those kits.
I only used med bag until sprays become available and after that there is no longer a point. If it was 1x2 i WOULD use it since it gets replenished and is cheaper solution then spray. Small spray would still be smaller and lighter so it would also be used and advanced spray has 3 uses even if it's also 1x2 size.

29
The X-Com Files / Re: The Vampire Castle
« on: October 25, 2018, 07:10:24 pm »
I played through this mission 2 times so far. You HAVE to bring explosives to this mission (dynamite is usually enough) to destroy those gates and to get access to sections of the castle. Problem is that the castle is like a catacomb and that 'bug hunt' mod doesn't seem to trigger. That means that you usually end up hunting few last zombies in one of the many corridors in the castle and since they also move around you can't really be sure that they are not in the explored area now. Bug hunt mode is something that this map really needs, and if it already has it, it has to trigger way sooner.

As for the Vampire Queen, first time she was near the entrance of the castle bombing me with psi attacks. Second time she was near the top on the other side of castle but fortunately was not floating so i could reach her with melee attacks. In both cases i had to deal with her with my best melee char (120+ melee) and was using Ancient Katana to do the deed. Fortunately, on my second run she didn't die but on the first one she was killed in 3 hits. Apparently shes totally immune to stun because i shot like 25-30 darts in her (type C) and she just floated away. In my experience shes definitely too hard to capture since shes apparently immune to stun.

30
The X-Com Files / Re: Early gun balance
« on: October 25, 2018, 06:50:34 pm »
I just want to say that i love the balance and variety of weapons in this mod. It's great.

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