Recent Posts

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Open Feedback / Re: Openxcom port for 3DO R.E.A.L.
« Last post by Meridian on Today at 06:13:50 pm »
OpenXcom is not Xcom.

If you look at the unmodded OpenXcom RAM consumption it's probably somewhere around 100 MB.
X-files will be somewhere around 1000+ MB.
The console has 2 MB.

And even if the hardware would be from this century, I don't think any software requirements are met... does the console support SDL? is there a C++17 compiler for this console?
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Open Feedback / Re: Openxcom port for 3DO R.E.A.L.
« Last post by Yoshimitzy on Today at 06:05:23 pm »
Yes, that's what I meant. Why not?
There is also a port of the original game for PS1
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Open Feedback / Re: Openxcom port for 3DO R.E.A.L.
« Last post by Meridian on Today at 06:03:54 pm »
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Open Feedback / Openxcom port for 3DO R.E.A.L.
« Last post by Yoshimitzy on Today at 05:50:34 pm »
Hi all! I've been playing this wonderful game and X-files mod since New Year and can't stop! I really like everything, the mod is great! Thank you very much!
And yesterday I found information that the TFTD port for 3DO was supposed to come out.
And the thought came to me: is it possible to port the openxcom engine for this console?
The engine sources are on GitHub, and the SDK for 3DO is also available. The guys on the 3doplanet.ru forum made demos and simple games. There is also an engine for portable devices, on ARM processors, as in 3DO)
Do you think this is possible?
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Work In Progress / Re: [WIP] Xeno Operations LEGACY
« Last post by getfreur on Today at 05:28:25 pm »
Man, you have no idea how much i want that sweet xops armor and the tank update, principally the tank. Excellent work.
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XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« Last post by ontherun on Today at 04:35:15 pm »
again taken an old save here (N4.0.2) updated to N8 got to rogue rank and finally i have my first ground vehicle here, armed too!! I've rushed "school boks" topic and the metal armors, unlocked the "contact: car thieves)cannot buy plastasteel yet but i have a workshop up and running, still no codex picked. I desperately need craftweaponsand  the gun emporium to be unlocked.... i usually skip  "?peasant revolution?", but next time got to chose it over the cats (which i picked up in this save)

edit: if you want to try the peasants here is another updated save attached, an N2.1 taken from here with ?none-of-the-above? captain topic picked! Othet ols saves: there is an  M4 here while some L10 ones here.

I noticed in the N4.0.2 there is a problem because picking the gals still gives the chance to have cats, in fact the "?cats for live?" topic is not disabled, same with L10 ones, so too outdated save should break something, for help please refer to "Important: Upgrading Saves Between Versions" thread while the N.2.1 is fine, i updated an attached the latter to this post. Please confirm if you mind, thanks  :)
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Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by Abyss on Today at 01:20:54 pm »
Thanks for clarification, CTRL+shooting indeed goes to the waist-level of the target empty tile. Shame on me for not knowing it for 7 years.
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The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Last post by Czibo on Today at 01:07:31 pm »
The damage of sporting rifles is puny, you always require at least two shots to kill. You need ways to avoid enemies spotting you and firing back, for example the smoke or good luck. For what its worth, crossbows are also sporting gear and they pack a bigger punch than sporting rifles. So it's a tradeoff which long range weapons you bring along. Crossbows and heavy crossbows (if you get lucky to get them) are otherwise the ultimiate weapon for special missions, because they are acceptable in beach conditions as well.

While crossbow tech does not come with the encounter tech, while s-rifle does, it is a valid upgrade.
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XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by gunderson on Today at 09:07:01 am »
Thanks for the advice on finding necroplane parts.  I eventually had some luck, but it ended up just being that I downed a shipping on some ice and picked up 20-ish parts.  In practice, I think the Little Bird just isn't a great necroplane part hunter, since the most reliable target with them that it can down is the sand crawler, which is kinda a pain to deal with and only drops 4 necroplane parts.  Thunderbolts just run away when they take enough damage.  And when you've finally got some decent light weapons and a craft that can use them, it's not really a big deal to get the parts unlock anymore (though picking up a bunch of them still seems difficult).

In practice, I think I'd classify necroplane parts more like medical supplies: provides a useful unlock, you need a pretty big pile to do much of anything useful with them in the early game, but you can buy some soon enough that you might never need to hunt for more than the first one.
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The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« Last post by psavola on Today at 06:45:31 am »
The damage of sporting rifles is puny, you always require at least two shots to kill. You need ways to avoid enemies spotting you and firing back, for example the smoke or good luck. For what its worth, crossbows are also sporting gear and they pack a bigger punch than sporting rifles. So it's a tradeoff which long range weapons you bring along. Crossbows and heavy crossbows (if you get lucky to get them) are otherwise the ultimiate weapon for special missions, because they are acceptable in beach conditions as well.
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