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Messages - DIhlo

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 22, 2019, 06:38:34 am »
Not really, the thing is that incendiary grenades deal normal fire damage (5-10), while napalm deals a lot more.

It's probably better to make some kind of indication of that in-game. Because, if you look at ufopedia, now its like this: Incendiary grenade: Incendiary damage 60, radius -1 (and as you get them first you know after using them it's actually 5); Napalm grenade: Incendiary damage 40, radius 3. I can understand if those numbers can't be changed due to engine calculations or what not, but maybe add to the end of the description something like: Inceniary grenade - (5-10 fire damage), napalm grenade - (20-60 fire damage). So that people who only use in-game info can judge it's utility, without extensive testing.

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The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 21, 2019, 08:09:29 pm »
The answer is simple: to make this branch different from other branches. I just want it to work in some other way for variety; but I acknowledge some more polish is desired.
I'm sorry for butting in, and I haven't personally reached that point in the tech tree myself, but it seems the issue is this: To research weaker guns you need to get and research stronger guns( ...which then lead back to stronger guns you already have?). That seems less a quirk and more a logic and/or common sense error to me, as a player.

Also I'm watching a streamer going through XCF right now, and there seems to be either an error or unclear info on difference between napalm and incendiary grenades. If you judge those by ufopedia articles and stats, then incendiaries are better while given to the player first. They have higher damage and larger blast radius. BUT if you hold alt in inventory screen in-mission napalm shows MORE damage.

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XPiratez / Re: Newbe questions
« on: February 13, 2019, 07:11:05 pm »
So have been playing the mod for a while now, still on my first try, but then again I started on low difficulty for a reason, really enjoy it even if it's very confusing and baffling sometimes.

Anyway I had a couple of questions:

1)Is there a way to see if a craft is underwater capable before buying it? For example I looked at Snake (wiki tells me it's underwater capable in the article about the tiny drill): I checked bootypedia entry, I checked extended stats, but that doesn't seem to be shown anywhere that I saw.

2)Is there a RELIABLE source of apples? In the beginning I seemed to swim in the things, since almost every mission was lokk'narrs or ratmen, and there was always apples on the ground. Nowadays I have 2 bases with 70 runts each, and that setup seem to have gone through my 270+ apple stockpile in a couple of months making wine. Now I need some to make Rum as field healthkits... And last "help the lokk'narr" mission didn't give me any despite stating an apple reward in the briefing (all I got was 20+ sectoweed).

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 11, 2018, 04:30:23 pm »
First time post, first of GREAT MOD!!! loved the Piratez one too!


A couple of things I noticed (playing 0.89). The large radar circle on the global map dissapears, when you build a building in the base w. the large radar. Currently unsure which one. Detection still seems to work though. Annoying for directing AWACS though...

X-Com HQ and Intelligence Center give you global detection range with low chance. The base radar range only shows the largest one of those building you have on the base in question. So if you have a global range it just isn't drawn. Kinda uncomfortable, but I don't think there's an easy way around that.

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 20, 2018, 01:26:23 pm »
Just ran a Concerned Citizens mission, and although I had flashlights on board the van they were not accesible during the equipment phase or in the mission itself. I'm pretty sure that was not the case on previous missions of this type I ran on earlier version of the mod (I started at 0.8.7 now using 0.8.8). I double checked after the mission, in case I was mistaken, and yes flashlights are equiped on that van. I checked the UFOpedia and they are not marked as concealable... they are still marked as sporting and beach equipment though. That seems like a bug to me.

Really liking the mod in general, thank you for your work!

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