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Messages - Chuckebaby

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16
Help / Re: How to make a mod
« on: December 10, 2023, 07:19:17 pm »
If you mean you want to alter parameters without modifying the mods files directly but by making your own mod to work with the main one, yes, pretty much the same way. I belive the only thing you need to make sure of is that your mod is listed after the main mod (or mods) you're altering in the list of mods in the game, otherwise the order could "undo" the changes you make or cause other issues.

Thank you. I believe I have read about parent files and to make sure sub mods are underneath but your comment has just confirmed that and shown some clarity.
I appreciate it. thanks

17
Help / Re: How to make a mod
« on: December 10, 2023, 03:36:18 pm »
Thank you Nord.
What about modding a mod ?
Is it basically the same way ?

I take my rules set file, items file, put them into a folder and the metadata goes in that folder along with the other files (rule sets and items) ?

Thank you again. You answered one of my questions already (Only put the changes in, not the whole ruleset file).

18
Help / How to make a mod
« on: December 09, 2023, 07:42:11 pm »
I know this is a very broad question but I have made my own edits to rulesets, weapons, etc.
But up until now, I have only overwritten the files in rulessets copy/paste (for example to increase storage limits)

I know it has something to do with metadata, I'm just not sure what.

Do I make copies of the ruleset files, edit them, then put them in a folder, then create metadata ?

Any help I would be grateful.

19
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 09, 2023, 12:03:09 am »
I was worried about beating the game. Didn't know under water was optional. Cheers.

Your good. I've beat the game several times without going underwater once. The despawn penalty's are low enough to ignore the occasional ones that pop up.
The only real ones you can't ignore are
Spoiler:
the 4 main cults, The Syndicate, Men in Black and all Aliens. You can also throw Osiron, Cult of Apocalypse and the Hybrids as well. Those aren't necessarily mandatory, it's more of a score hit
.

20
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 07, 2023, 04:01:59 pm »
I just unlocked the buildings for extra scientist but I dont have money because I made another base :p I need like 2 month of savings. I love it.

The beginning and early mid game are tough times (money wise). It's what makes the game more challenging. At certain junctures of the campaign it feel like you're fighting elite enemies with only wooden spears and rocks.

My advice is to sell, sell, sell. Sell anything you are not going to use. Stockpiling/hoarding is useless in this game because of storage limits. Knowing what to sell and what to keep though, that in itself is an art form.

21
The X-Com Files / Re: Turn 1/Game strategy for XCF
« on: December 02, 2023, 02:34:44 pm »
Spoiler" Savescummers' paradise":
Oh, grasshopper... 8)

Save at the beginning of the battle, at the beginning of each turn, at the end of each turn, when you think the battle is about to end (gotta get those sweet stat boosts ;D ), special save or two for every time you try something risky. Quicksave before each and every shot/swing (for weird tree shapes and enemies on slopes and other cases where the game lies to you/the RNG screws you/enemies overrun you too fast). Optionally, quicksave in the middle of enemy turn, but that might be a little problematic. Quickloading during enemy turns is okay, though.

Separate save at the start of each month, one save for end-of-month to get the best funding boost. One save before launching interceptors, some recycleable saves for between interceptions. Plus quicksave for your current best run.
Quicksave and quickload buttons, configurable in game options. Save a lot of mouse movement and clicks over time. F5/F8 or F5/F9 are customary choices, depending on what other games you've been playing lately.

These are great. Big thanks juku

22
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 02, 2023, 02:32:29 pm »
Give kneeling a 5% chance to stop being on fire? :D

You are on to something.

Continuous kneeling/standing putting fire out.

23
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 01, 2023, 07:12:46 pm »
Nothing is more depressing than one of your best guys running to an osprey while on fire and realizing forgot to load the extinguishers 😢


Coming soon in The Xcom files newest update: "Stop, drop and roll feature"  ;D

This literally happened to me last week. Forgot the extinguisher. Guy was on fire for a few turns. Health loss not bad but was in sickbay for a while.

24
The X-Com Files / Re: Some of your most Bizarre missions?
« on: November 30, 2023, 11:25:25 pm »
Recently I shot down such a cool UFO. Averages, spans, flyers. He flew out. There are 30 legionnaire flyers on the map around UFOs. I was lucky with the respawn. The iron fist rests against the upper edge of the map with a ramp. Well, like, keeping a low profile, let's shoot back. And you know what? I pass the turn, and the basketball begins in the hatch of the iron fist. 10-15 plasma grenades per turn were thrown and delivered. They even threw and blew up one dog a couple of times. By the way, in my memorial there are two extreme agents killed just from this mission. On the plates of the spans, the Aliens always have the fiercest weapons. Even two photon spears taked.

I hate losing good agents on missions like this but the excitement value is huge. Especially when you see something you have never seen before. That is the cool thing about RNG. It can either be so frustrating or so amazing.

What I find to be ironic is how difficult it is to deal with small ufo's early to mid game. it seems like those first few ufo's you encounter are on steroids.
I know it gets easier because x com gets better technology but I swear those first couple small ufo's are so difficult to deal with.

25
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: November 30, 2023, 01:28:41 am »
what is the best defense against ghosts? I think I might have asked this before, but I always lose troops like crazy

Scout drones or dogs to snuff out their locations. Don't underestimate the power of dogs. I've lost tons of them. They are indispensable yet also disposal compared to a soldier with good stats.
They have high Time units. Use them to your advantage.

26
The X-Com Files / Re: Turn 1/Game strategy for XCF
« on: November 29, 2023, 07:42:45 pm »
Learned a lot from writing this post only 3 months ago.
Sometimes it's best to come out swinging, other times it's best to lay low on turn one.
I've had situations where you fire at an enemy then you get sniped by another alien who you couldn't even see.

I'm a pathological savescummer


I'm also a dedicated, promising save scummer  :D

Any pointers ?

I don't use any shortcuts or options for save scumming. I use the mouse/buttons manually to reload saves.

Is there an easier way ?

27
The X-Com Files / Re: Some of your most Bizarre missions?
« on: November 29, 2023, 07:08:33 pm »
WTH the playstyle is it?
I mean no offense, but what was the aim for such weird moves?

Trying to avoid being zombified I presume. Those early missions when trying to take live prisoners can be challenging.
Also.. everyone plays the game a bit differently. We build our own strategy that has carried over 30 years.

28
The X-Com Files / Re: Some of your most Bizarre missions?
« on: November 29, 2023, 07:03:27 pm »
No ammo? Or what do you mean specifically?

I liked and subscribed to your channel  :D

That benny hill soundtrack was perfect.

29
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 29, 2023, 12:18:11 pm »
I try not to report on too many bugs unless they are really obvious because I play this game with my own mods. Some of this could be my own doing.
I have a storage limit mod I created that increases storage limits. That might be part of this issue.

The reason I wrote "Possible" bug. I don't want to send anyone in circles looking for anything. But it is reproducible. Happened again yesterday after I posted this.
Thank you for the reply.

30
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 28, 2023, 06:58:13 pm »
Possible bug:

Has happened to me a couple times now in 2 different playthroughs. Toward the end of the game (close to reaching Cydonia),
- Osiron missions do not return Osiron boxes to base.
Example, I did 2 Osiron warehouse missions, collected 15 boxes each mission (Per the inventory screen). I get back to base, nothing to unpack.

Not that I really need anything in those boxes at this point. But just something to take note of. If I remember correctly, something similar happened with MIB boxes as well. Almost like I reached my max.

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